
GM Hawkmoon269 |

4-1D: TROUBLE FOLLOWING DIRECTIONS
Having reached the shelter of the foothills, you finally catch your breath. The Stonespine Mountains loom above you, imposing yet beautiful. When discussing the escape plan, your Eagle Knight ally Aviera Sacero directed you to a stream at the base of the mountain that would lead to the rendezvous point. While Stonespine Island’s natural harbors provide convenient cover for the illicit activities of the coast, you would not want to stumble upon the wrong folks in the wrong cove. Now, far from the prying eyes of the city, you take out your wayfinder to get your bearings. You find a stream, though the water runs at barely more than a trickle. Luckily, you spot a weathered sign bearing a black eagle that confirms you are going the right way.
Following the stream—or rather, the bed where the stream used to be—you meander through a valley in the mountains. Satyar Siddique—the man you rescued from slavers in Okeno—is holding up well enough, though he is still tired and weak.
After hours of walking in the heat, you reach the flat scrublands on the other side of the mountains. You look from the cracked streambed to your panting and weary companion, and detour to a lush copse of trees just visible in the distance. Siddique perks up at the thought of water, and your spirits lift as you make your way toward it.
However, as you stray further from your designated path, you notice that patch of green is not getting any closer.
You have been duped by a mirage. Sacero told you to use the path trusted by the undercover Eagle Knights, and you suddenly feel foolish for abandoning it. Not only do unsavory types prowl the wilds looking for easy targets, but the land itself holds hidden dangers. Your best hope is to find your way back to the trail before someone—or something—finds you first.
DURING THIS SCENARIO
Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards
from your discard pile. At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Villain:
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
Henchmen:
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 1
Traits
Undead
Check
Combat
12
OR
Arcane
Divine
10
Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:
Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:
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 ?:
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:

zeroth_hour's Radovan |

I am immune to the damage at Volcanic Vents and Thornscrub. I don't exactly like the Volcanic Vents since I can't use Fell Viridio on it, but I'll manage. Fell Viridio/Norge combo again.
Swapping Bestiary for BotA again (Sunburst), and can visit a trader for someone. I will head to the Thornscrub as well.
There is a lot of damage in this scenario ("discard from deck", I mean), so I recommend Cures for people who can swap them in.

Myrddin's Seltyiel |

I think I'll start at the Towering Obelisk. I don't think I have anything I want to trade for right now so I'm happy to go to any trader to give someone else more options.
As for loot, I'm not opposed to taking the Game of Life if no one else wants it, but it might actually be better in someone else's hand.

Athnul 9251-5 |

Researcher was upgraded to mastiff Teamster traded for a cure spell at sunburst market this time. Athnul heads to the shifting dunes
Hand: BotG 3, Blessing of Milani, Blood Periapt, Silver raven, Quartermaster,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing of Milani for two dice on a non combat wisdom or dex check. Silver raven figurine power recharge to give (or recieve) a weapon, an armour, or an item to another character this card may be played after a character encounters a card
Melee : Str +2
DEX d6 [ ] +1 [ ] +2
CON d10 [ ]+1 [ ]+2
Fortitude: CON +2
INT d4 [ ]+1 [ ]+2
WIS d10 [X1]+1 [ ]+2 [ ]+3 [ ]+4
Perception : WIS +2 (d10+3)
CHA d6 [ ]+1 [ ]+2
Hand Size 5 [ ] 6 [ ] 7
Powers:
For your combat check you may recharge a card to add your wisdom skill and the bludgeoning trait ([ ] and you may add the magic trait) ;You may not play weapons on this check
You may reveal a blessing to evade an encounter ([X1 ] You may recharge that blessing to explore your location)

Redgar's ACG Characters |

Lem will head to the Shifting Sands, too; I'll swap the Fox for a Cure at the Sunburst Market this time (instead of the Blessing of the Ancients)
Hand: Dilettante, Black Spot, Cure 1, Lightning Touch, Cure 2, Light Crossbow,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Please feel free to use Blessings, Black Spot, or recharge of random cards for +1d4 if it is an important roll.
Sideboard cards:
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([ ]+1) ([ ]+2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.

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Starting hand:
Hand: Silver Raven Figurine, Cure, Compass, Blessing of the Gods 3, Conch Shell
Displayed: Flesh Poppet
Deck: 11 Discard: 0 Buried: 1
Notes:Skills and Powers:Skills:
Strength d6
Dexterity d10 +1
Disable: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Cohort: Flesh Poppet:
Display this card. While displayed, if you have the Witch trait, gain the skills Arcane: Intelligence +2 and Divine: Wisdom +2.
While displayed, when you defeat a non-villain monster that has the Undead trait and would banish it, you may recharge a card to display the monster next to this card. On your combat check, you may banish all of the displayed monsters to add the Undead trait and 1d4 for each monster banished; if you have a role card, instead add the Undead trait and 1d8 for each monster banished. Then put this card on top of your deck.

Myrddin's Seltyiel |

Here's my starting hand.
Hand: Magic Weapon, Shieldsplitter Lance, Earthbreaker, Phantom Shield, Blessing of the Gods 3, Blackwing Librarian, Magus Arcana,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d8 []+1 []+2
Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d8 []+1 []+2 []+3 []+4
Arcane: Intelligence +2
Wisdom d4 []+1 []+2
Charisma d6 []+1 []+2
Favored Card: Weapon
Hand Size 5 [x]6
Proficient with: Light Armor, Weapons
Powers:
You may recharge a weapon ([] or any boon) to succeed at your check to recharge a spell ([] then you may shuffle the recharged spell into your deck instead).
When you encounter a card, you may recharge a spell or an armor to draw a card.
When you succeed at a check to defeat a bane ([] or to acquire a boon that has the Magic trait), you may examine the top card of your deck; if it is Magus Arcana, you may recharge a spell to draw it.

zeroth_hour's Radovan |

Hand: Alaeron, Kukri, Blessing of the Ancients (traded), Blessing of the Elements, Compass,
Displayed: Norge, Fell Viridio,
Deck: 10 Discard: 0 Buried: 1
Notes: If you take damage at my location, please let me know so I can rage for you.
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d8 [ ]+1 [ ]+2
Diplomacy: Charisma +2
Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location ) by 1.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
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 B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
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 C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Weapon 1
Traits
Sword
Melee
Slashing
Cold
Magic
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon 1
Traits
Knife
Melee
Slashing
Fire
Magic
Elite
Check
Strength
Melee
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
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 B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item P
Traits
Accessory
Magic
Check
Constitution
1
Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Item 1
Traits
Object
Magic
Gambling
Check
Wisdom
6
Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
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 B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
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.
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 C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 1 Lem/Redgar
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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.
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Athnul, Lem
Ally 1
Traits
Half-Elf
Alchemist
Hireling
Check
Intelligence
Craft
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
Discard this card to explore your location.
Item 1
Traits
Liquid
Cold
Poison
Alchemical
Check
Intelligence
Craft
Knowledge
7
Powers
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
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 10 check to banish this barrier.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
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.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Grazzle
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
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.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
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.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Stealth
Perception
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Raheli
Monster C
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Henchman Monster 1
Traits
Undead
Check
Combat
12
OR
Arcane
Divine
10
Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
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.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seltyiel
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
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.
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.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Kiya-Grazzle |

Here is Grazzle's starting hand:
Hand: Amulet of Life, Frigid Blast, Druid of the Flame, Remove Curse, Blessing of the Gods 1, Viper Strike,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: If anyone wants healing, please let me know.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([X] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Redgar's ACG Characters |

Lem starts his turn.
Loses top card of deck: Gem of Charisma. Darn.
He wanders out into the Shifting Sands.
Oh! Hello! Your name is Black Kiss, that sounds friendly. Perhaps you and the Dilettante should get to know each-other better...
Diplomacy DC 10 1d12 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7
...well darn. damage: 1d4 ⇒ 3
Lem will have to cure that... 1d4 + 1 ⇒ (3) + 1 = 4
Recharge: DC 8 1d12 + 3 ⇒ (8) + 3 = 11
After all that, Lem shuffles all cards back in, and redraws:
Blessing of Erastil, Blessing of the Gods 2, Inflict, Troubador, Dilettante,
End of Turn
Hand: Blessing of Erastil, Blessing of the Gods 2, Inflict, Troubador, Cure 2, Dilettante,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Please feel free to use Blessings, Black Spot, or recharge of random cards for +1d4 if it is an important roll.
Sideboard cards:
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([ ]+1) ([ ]+2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Animal
Electricity
Basic
Check
Combat
6
Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.
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 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.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 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 C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
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 B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
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 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 P
Traits
Accessory
Magic
Check
Constitution
1
Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.
Item C
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Ally B
Traits
Dwarf
Aristocrat
Hireling
Check
Charisma
Diplomacy
7
Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Ally 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 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
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 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 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 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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 2 Raheli/Wikwocket
Top of Blessing Discard Pile: 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 Remaining: 28
Blessings Deck
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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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.
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Athnul, Lem
Item 1
Traits
Liquid
Cold
Poison
Alchemical
Check
Intelligence
Craft
Knowledge
7
Powers
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
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 10 check to banish this barrier.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
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.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Grazzle
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
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.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
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.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Stealth
Perception
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Raheli
Monster C
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Henchman Monster 1
Traits
Undead
Check
Combat
12
OR
Arcane
Divine
10
Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
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.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seltyiel
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
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.
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.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

![]() |

Raheli wanders, searching for the way back to the path. She gets turned around and finds herself in the middle of the Howling Sands. The winds picks up and whips around her face. It's all she can do to try to shield herself with her long hair. A gale blows by and picks her Amulet of Life right off her neck before she can grab it. (discarded)
Desperate, she finds a shallow depression in some nearby rocks. But she practically runs right into a Blasphemous Priest in the middle of some sort of ritual. He turns and attacks her, and Raheli defends herself, hurling some loose rocks at him.
Combat 10, recharging a card to use dex+1d8, recharging 1 item for +1d4: 1d10 + 1 + 1d8 + 1d4 ⇒ (3) + 1 + (5) + (3) = 12
The priest falls. Raheli steadies herself, and now that she's out of the wind, checks the compass she picked up at the market. (Discarding Compass to explore)
But as she does so, a Magma Spirit erupts from the rock! The priest must have been summoning him or trying to bargain with it. There's no time to ask, since the spirit blasts her with fire immediately. (BYA 1 Fire Damage) Raheli instinctively picks up another rock and tries to smash the spirit.
Combat 9, recharging a card to use dex+1d8, recharging 1 item for +1d4: 1d10 + 1 + 1d8 + 1d4 ⇒ (5) + 1 + (5) + (2) = 13
The spirit dissipates, its corporeal form disrupted by the attack. Raheli sits down, exhausted, thirsty, and promising herself to pick out more provisions and a better map before the next mission!
Hand: Blessing of the Gods 2, Cure, Codex, Blessing of the Gods 1, Fix
Displayed: Flesh Poppet
Deck: 9 Discard: 3 Buried: 1
Notes:Skills and Powers:Skills:
Strength d6
Dexterity d10 +1
Disable: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Cohort: Flesh Poppet:
Display this card. While displayed, if you have the Witch trait, gain the skills Arcane: Intelligence +2 and Divine: Wisdom +2.
While displayed, when you defeat a non-villain monster that has the Undead trait and would banish it, you may recharge a card to display the monster next to this card. On your combat check, you may banish all of the displayed monsters to add the Undead trait and 1d4 for each monster banished; if you have a role card, instead add the Undead trait and 1d8 for each monster banished. Then put this card on top of your deck.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
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 B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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 B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon P
Traits
Staff
Instrument
Melee
Bludgeoning
Magic
Check
Charisma
Melee
13
Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Spell B
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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 C
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
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 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 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 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.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
3
OR
Melee
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 Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
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.
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 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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally P
Traits
Catfolk
Bard
Gambling
Check
Charisma
Diplomacy
13
Powers
After a charcter at your loation rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck. Then you may explore your location.
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 B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally 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.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
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 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 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 B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 3 Radovan/zeroth_hour
Top of Blessing Discard Pile: 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 Remaining: 27
Blessings Deck
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 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 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 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 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 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 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 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 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 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 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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Athnul, Lem
Item 1
Traits
Liquid
Cold
Poison
Alchemical
Check
Intelligence
Craft
Knowledge
7
Powers
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Animal
Curse
Basic
Check
Combat
7
THEN
Combat
7
Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
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 10 check to banish this barrier.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
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.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Grazzle
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Bunyip
Trigger
Check
Combat
12
Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
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.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
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.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Stealth
Perception
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Raheli
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Henchman Monster 1
Traits
Undead
Check
Combat
12
OR
Arcane
Divine
10
Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
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.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seltyiel
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
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.
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.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

zeroth_hour's Radovan |

(Sorry, I meant to head to the Thornscrub. It's fine I can move on my turn)
If it was only the heat, that would be one thing, but man, the exhaustion...
(top card of deck: Red Leathers)
Aw, it fell out of the pack. Gonna have to leave that behind for a while. Heading to the Thornscrub.
And just my luck, a frigging Acid Pool.
I'll need a lot of help for this. (Taking 2 blessings + my own BotA. Most likely Grazzle's and Seltyiel's since they go right after me.)
Wisdom 10: 4d6 ⇒ (1, 6, 4, 4) = 15
I found a sign. It was hidden behind that set of Poison shrubs - good thing I'm resistant. (+Acid Mantis 1 to Fell Viridio)
(Recharging both cards due to close.)
I think I can trek further and don't need rest yet - let's head back to the Volcanic Vents. Now where was it... (use Compass and move to and examine the top card of VV)
A Remove Curse scroll? I recall hearing Grazzle mumble about preparing Curse removal before we headed out - I don't think we need it that much.
Alaeron, go get that scroll!
Wisdom 6: 1d6 ⇒ 5 It got burned up? Sigh.
Hand: Captain's Cutlass, Kukri, Kama, Blessing of the Elements, Blessing of the Gods B,
Displayed: Norge, Fell Viridio (+Acid Mantis 1),
Deck: 9 Discard: 1 Buried: 1
Notes: If you take damage at my location, please let me know so I can rage for you.
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d8 [ ]+1 [ ]+2
Diplomacy: Charisma +2
Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location ) by 1.

Kiya-Grazzle |

Discarding BotG for Radovan, but since I'm at a closed location, I don't have to discard the top of my deck.
Grazzle joins the group at the Shifting Dunes & stumbles across some Embalming Fluid.
Since Raheli likes items, I'm going to use a blessing from her to try to pick this up, especially since it recharges because the top blessing is Elements & the check invokes both Cold & Poison.
Craft 7: 2d10 + 1 ⇒ (9, 4) + 1 = 14
He puts in in a pocket as his Druid of the Flame presses onward & stumbles into an Acid Pool. Grazzle hopes that someone will bless him as he tries to banish the pool.
The druid adds 3 + Fire to my check. Since it will let me close, I'd like a 1 BotG from someone, which will recharge.
Survival 10: 2d10 + 2 + 3 ⇒ (10, 2) + 2 + 3 = 17
Well, I guess I didn't need the blessing, but at least it was a recharge & hopefully I'll close, so we won't need to worry about the monster getting shuffled in.
A Giant Sand Eel comes out of nowhere! Grazzle casts Viper Strike, and prays for another blessing.
May I please have 1 more blessing from someone? Again, BotG will recharge since Elements is on top.[/dice]
Combat 13: 2d8 + 4 + 2d4 ⇒ (7, 1) + 4 + (4, 1) = 17
The Giant Sand Eel falls to the desert floor dead, and the Shifting Sands close.
[ooc]There are only 2 cards in my discard pile, so I'll recharge them both. And I'm discarding the Embalming Fluid at the end of my turn.
Hand: Amulet of Life, Frigid Blast, Cure, Remove Curse, Holy Light, Find Traps
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: If anyone wants healing, please let me know. And feel free to use Find Traps for 2 dice on your check to defeat a barrier.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([X] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Myrddin's Seltyiel |

First off, discarding my BotG for Radovan. Then I'll discard the top card of my deck. There goes another BotG.
Now to start exploring. A Ghost Scorpion. I'll reveal my Earthbreaker for the check.
Combat 9: 1d10 + 2d6 + 3 ⇒ (5) + (5, 1) + 3 = 14 Got it and no new monster. :)
I'll discard my Blackwing Librarian to go again. A Blessing of Thoth. I'd love to try to pick that up, but I don't think it's going to happen. Still, I'll recharge Magic Weapon to draw a new card and see what I get. My Surgeon. A great card, but it won't help here. I guess I'll just fail to acquire the blessing since I'd need at least 2 blessings to try to pick it up, and that doesn't seem worth it.
Speaking of the Surgeon, I'm going to recharge it to heal one card. I don't have another way to explore after that so that's my turn.
Resetting my hand...
Hand: Magus Arcana, Shieldsplitter Lance, Earthbreaker, Phantom Shield, Blackjacket, Elven Scimitar,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d8 []+1 []+2
Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d8 []+1 []+2 []+3 []+4
Arcane: Intelligence +2
Wisdom d4 []+1 []+2
Charisma d6 []+1 []+2
Favored Card: Weapon
Hand Size 5 [x]6
Proficient with: Light Armor, Weapons
Powers:
You may recharge a weapon ([] or any boon) to succeed at your check to recharge a spell ([] then you may shuffle the recharged spell into your deck instead).
When you encounter a card, you may recharge a spell or an armor to draw a card.
When you succeed at a check to defeat a bane ([] or to acquire a boon that has the Magic trait), you may examine the top card of your deck; if it is Magus Arcana, you may recharge a spell to draw it.

Athnul 9251-5 |

Athnul has recharged a BotG for Grazzles check
She starts her turn at a closed location and flips a blessing of the elements and heads for the towering obelisk
She finds a spell
wisdom dc 6: 1d10 + 1 ⇒ (2) + 1 = 3
but it makes no sense to her she discards quartermaster to explore again
and finds a gruff dwarf who is not easy to impress
Ends turn and resets hand
Hand: BotG 4, Blessing of Milani, Blood Periapt, Silver raven, Trapsmiths gloves,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing of Milani for two dice on a non combat wisdom or dex check. Silver raven figurine power recharge to give (or recieve) a weapon, an armour, or an item to another character this card may be played after a character encounters a card. Trapsmiths gloves recharge this card to add a die to your disable check or your check to defeat a bane that has the trap trait or bury Trapsmiths Gloves to add 2 die to your disable check or 2 die to your check to defat bane with trap trait
Melee : Str +2
DEX d6 [ ] +1 [ ] +2
CON d10 [ ]+1 [ ]+2
Fortitude: CON +2
INT d4 [ ]+1 [ ]+2
WIS d10 [X1]+1 [ ]+2 [ ]+3 [ ]+4
Perception : WIS +2 (d10+3)
CHA d6 [ ]+1 [ ]+2
Hand Size 5 [ ] 6 [ ] 7
Powers:
For your combat check you may recharge a card to add your wisdom skill and the bludgeoning trait ([ ] and you may add the magic trait) ;You may not play weapons on this check
You may reveal a blessing to evade an encounter ([X1 ] You may recharge that blessing to explore your location)

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 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.
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 B
Traits
Obstacle
Fire
Basic
Check
Dexterity
Acrobatics
Perception
Craft
6
Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Barrier 1
Traits
Obstacle
Trap
Basic
Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8
Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
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 B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
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.
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally C
Traits
Human
Rogue
Hireling
Check
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Ally C
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
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 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
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 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 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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: 7 Lem/Redgar
Top of Blessing Discard Pile: 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 Remaining: 23
Blessings Deck
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 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 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 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 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 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 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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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: Lem, Grazzle
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Raheli
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Henchman Monster 1
Traits
Undead
Check
Combat
12
OR
Arcane
Divine
10
Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
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.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seltyiel, Athnul
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Redgar's ACG Characters |

Lem appreciates the brief reprieve starting at a closed location brings. With a sigh, he then slouches out into the Howling Sands, where he runs into a Crystal Stalker!
Being a bard, he begins to sing, hoping to Inflict some of his heartache onto his foe: Once found love, and it was a gas... soon turned out, had a heart of glass...
Combat DC 9 1d12 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15 just avoiding a monster shuffle!
Crash... tinkle... tinkle... Oh my! My song must have really resonated with the audience tonight.
Tired of Lem's discordant singing (and terrible puns), his companion Troubador decides to quietly disappear. Lem tries to find him, instead running into...
...The Beheaded!
Eeeeep! 1d4 ⇒ 2 = 1 Acid damage for Raheli and me.
Now then, Steve, why don't you just distract... Steve? Steve?! (It appears the Dilettante has also tired of Lem's terrible performances). I discard Dilettante
Hmph. Nothing else for it; with the Blessing of the Gods, the show must go on!
Check to defeat: Arcane 10 2d12 + 3 ⇒ (10, 6) + 3 = 19
Aha! At last, a true patron of the arts! Thank you, thank you, so kind, so kind. Now, if you'll please excuse me, I must exit via stage right. My manager needs a word... oh Athnul? Where are you? I really must have an urgent word about the good work of Milani... I'll be cheeky and steal Athnul's Blessing of Milani, since it is a close check and I don't want to stuff it up...
Close check: DC 4+level = 5? 3d8 ⇒ (4, 7, 4) = 15
Success! Recharging: 1d4 + 1 ⇒ (2) + 1 = 3
D'oh. I also need to roll to recharge that Inflict:
Divine DC 6: 1d12 + 3 ⇒ (1) + 3 = 4 Darnit. Random from Discard says Dilettante stays discarded.
Well, that was an exhausting performance. Still, at least my adorning fans brought gifts!
Refill hand, drawing: Lightning Touch, Cure 1, Troubador, Blessing of the Gods 1
Location Closed
End of Turn
Hand: Blessing of Erastil, Cure 2, Lightning Touch, Cure 1, Troubador, Blessing of the Gods 1,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: Please feel free to use Blessings, Black Spot, or recharge of random cards for +1d4 if it is an important roll.
Sideboard cards:
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([ ]+1) ([ ]+2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
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 B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 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.
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 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 B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
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 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.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon P
Traits
Staff
Instrument
Melee
Bludgeoning
Magic
Check
Charisma
Melee
13
Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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 B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Item 1
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
4
OR
Wisdom
7
Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
Item B
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Fire
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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 B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally B
Traits
Thriae
Druid
Veteran
Poison
Check
Charisma
Diplomacy
7
Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
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; if you 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.
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 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 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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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: 8 Raheli/Wikwocket
Top of Blessing Discard Pile: 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 Remaining: 22
Blessings Deck
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 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 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 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 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 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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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: Grazzle
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
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: Raheli, Lem
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seltyiel, Athnul
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

![]() |

Raheli is relieved to run into Lem among the howling sands, and is astonished by how he uses song and magic to attack enemies while she recovers her strength. Suddenly, the winds die down, and they see some of the other members of their party. Raheli gets up, ignoring her exhaustion, and heads towards a Towering Obelisk where she sees her friends gathering.
But as she approaches them, she feels some evil spell or curse trigger, and hears an incorporeal voice cry, "Do not break The Third Law! You have been warned!" Too weary to care, she continues on. (Discarding Fox to explore)
Just outside the obelisk's courtyard, she stumbles on something solid in the sand. Investigating, she sees a Galvanic Chakram +1, left behind by some ill-fated wanderer. Desperate for anything that will help her defend herself in this wilderness, she tries to extract it from the ground.
Dex 8, using BotG: 2d10 + 1 ⇒ (1, 8) + 1 = 10
She succeeds in pulling the circular chakram out of the sand, and pauses to consider its heft and magical sharpness as her friends approach her. Raheli smiles. Perhaps they will escape this wasteland, and succeed at heir mission!
Hand: Galvanic Chakram +1, Cure, Blast Stone (actually Compass), Black Spot, Caltrops
Displayed: Flesh Poppet
Deck: 6 Discard: 6 Buried: 1
Notes:Skills and Powers:Skills:
Strength d6
Dexterity d10 +1
Disable: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Cohort: Flesh Poppet:
Display this card. While displayed, if you have the Witch trait, gain the skills Arcane: Intelligence +2 and Divine: Wisdom +2.
While displayed, when you defeat a non-villain monster that has the Undead trait and would banish it, you may recharge a card to display the monster next to this card. On your combat check, you may banish all of the displayed monsters to add the Undead trait and 1d4 for each monster banished; if you have a role card, instead add the Undead trait and 1d8 for each monster banished. Then put this card on top of your deck.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
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 B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 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.
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 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 B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
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 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.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon P
Traits
Staff
Instrument
Melee
Bludgeoning
Magic
Check
Charisma
Melee
13
Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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 B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Item 1
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
4
OR
Wisdom
7
Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
Item B
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Fire
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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 B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally B
Traits
Thriae
Druid
Veteran
Poison
Check
Charisma
Diplomacy
7
Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
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; if you 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.
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 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 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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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: 9 Radovan/zeroth_hour
Top of Blessing Discard Pile: Blessing of Horus
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Remaining: 21
Blessings Deck
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 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 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 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 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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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: Grazzle
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
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: Lem
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seltyiel, Athnul, Raheli
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

zeroth_hour's Radovan |

Water... thirsty... visions of not wanting my friends' help to go away...
(discard top card instead of BotG at the bottom)
Instead, the Ancients abandon me. Sigh...
A Shock Elemental you say... Kukri-recharging to get this out of the way. Since every blasted thing here shrugs off the Poison.
Combat 11: 1d8 + 3d4 + 1d4 + 2 ⇒ (3) + (2, 2, 4) + (2) + 2 = 15
Good enough. Pressing on with BotE, we really need to get out of here.
A Scimitar. Not great quality, but a sword's a sword.
Strength 7: 1d8 + 1 ⇒ (4) + 1 = 5
Too rusty. (throws it away)
Hand: Captain's Cutlass, Rodrick, Kama, Zae, Blessing of the Gods A,
Displayed: Norge, Fell Viridio (+Acid Mantis 1),
Deck: 7 Discard: 3 Buried: 1
Notes: If you take damage at my location, please let me know so I can rage for you.
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d8 [ ]+1 [ ]+2
Diplomacy: Charisma +2
Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location ) by 1.

Kiya-Grazzle |

Top blessing is Nethys. I'm at a closed location, so I don't need to discard a card. I am going to discard 5 cards to heal the group for 10 cards. I don't have any extra explores, so I'll just head to the Towering Obelisk, in case my Cure isn't sufficient.
After sending a large wave of healing out to his allies, Grazzle follows Athnul to the Towering Obelisk, then heals himself.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
He looks around at the Obelisk & notices a Fire Hydra slithering towards the party. As he calls out a warning, the hydra spits sparks at everyone here.
Seltyiel, Athnul, & Raheli must make a Dex/Acro 8 check or be dealt 1d4-1 fire damage.
Grazzle isn't dexterous enough...
fire damage: 1d4 - 1 ⇒ (1) - 1 = 0
...but he's just out of range of the sparks. He quickly casts Frigid Blast at the hydra.
Combat 7: 1d8 + 4 + 2d4 ⇒ (4) + 4 + (1, 4) = 13
The hydra is defeated, and Grazzle narrowly avoids attracting more attention.
Exhausted, he sits down in the shadow of the obelisk & wishes he had packed an extra water bottle.
Hand: Amulet of Life, Embalming Fluid, Frigid Blast, Remove Curse, Holy Light, Find Traps
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: If anyone wants healing, please let me know. Feel free to use Find Traps to add 2 dice to your check to defeat a barrier.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([X] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Athnul 9251-5 |

Athnul will take 2 cards of healing and also not be dexterous enough
fire damage: 1d4 - 1 ⇒ (2) - 1 = 1
Discards Blood Periapt
blood periapt recharge fort 6: 1d10 + 2 ⇒ (6) + 2 = 8
Hand: BotG 4, Silver raven, Trapsmiths gloves,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing of Milani for two dice on a non combat wisdom or dex check. Silver raven figurine power recharge to give (or recieve) a weapon, an armour, or an item to another character this card may be played after a character encounters a card. Trapsmiths gloves recharge this card to add a die to your disable check or your check to defeat a bane that has the trap trait or bury Trapsmiths Gloves to add 2 die to your disable check or 2 die to your check to defat bane with trap trait
Melee : Str +2
DEX d6 [ ] +1 [ ] +2
CON d10 [ ]+1 [ ]+2
Fortitude: CON +2
INT d4 [ ]+1 [ ]+2
WIS d10 [X1]+1 [ ]+2 [ ]+3 [ ]+4
Perception : WIS +2 (d10+3)
CHA d6 [ ]+1 [ ]+2
Hand Size 5 [ ] 6 [ ] 7
Powers:
For your combat check you may recharge a card to add your wisdom skill and the bludgeoning trait ([ ] and you may add the magic trait) ;You may not play weapons on this check
You may reveal a blessing to evade an encounter ([X1 ] You may recharge that blessing to explore your location)

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Raheli is relieved to be healed for 4.
Card healed: 1d6 ⇒ 2
Card healed: 1d5 ⇒ 2
Card healed: 1d4 ⇒ 1
Card healed: 1d3 ⇒ 3
As Grazzle fights the hydra, she uses her magical hair to try to shield herself from the flames:
Dex 8: 1d10 + 1 ⇒ (10) + 1 = 11
Hand: Galvanic Chakram +1, Cure, Blast Stone (actually Compass), Black Spot, Caltrops
Displayed: Flesh Poppet
Deck: 9 Discard: 2 Buried: 0
Notes:Skills and Powers:Skills:
Strength d6
Dexterity d10 +1
Disable: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Cohort: Flesh Poppet:
Display this card. While displayed, if you have the Witch trait, gain the skills Arcane: Intelligence +2 and Divine: Wisdom +2.
While displayed, when you defeat a non-villain monster that has the Undead trait and would banish it, you may recharge a card to display the monster next to this card. On your combat check, you may banish all of the displayed monsters to add the Undead trait and 1d4 for each monster banished; if you have a role card, instead add the Undead trait and 1d8 for each monster banished. Then put this card on top of your deck.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster 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 B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Barrier 1
Traits
Obstacle
Trap
Basic
Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8
Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
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 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon P
Traits
Staff
Instrument
Melee
Bludgeoning
Magic
Check
Charisma
Melee
13
Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Attack
Fire
Basic
Check
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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 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 B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
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 B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item C
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
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.
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.
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally B
Traits
Human
Aspis
Sage
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Ally B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Ally 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.
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 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 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 P
Traits
Divine
Healing
Khepri
Check
Craft
7
OR
Divine
5
Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.
Blessing C
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.
Turn: 11 Seltyiel/Myrddin1209
Top of Blessing Discard Pile: 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 Remaining: 19
Blessings Deck
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 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 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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
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: Lem
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seltyiel, Athnul, Raheli, Grazzle
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Myrddin's Seltyiel |

I'll take 2 healing since it seems like we have extra. Then I need to try the Fire Hydra Dex check.
Dex 8: 1d8 ⇒ 7 Sigh, so close.
Fire damage: 1d4 - 1 ⇒ (4) - 1 = 3 Figures. I'll recharge my Blackjacket to reduce that by 2. Then I'll display Phantom Shield next to my deck to reduce the last point to 0.
Ok, now it's actually the start of my turn. Discarding the top card, I find another Blessing of the Gods. Sigh.
Ok, now to explore. Unshakable Chill. Rolling my Arcane.
Arcane 6: 1d8 + 2 ⇒ (5) + 2 = 7 Got it.
I can't explore again so that's the end of my turn. I realized I forgot to attempt the recharge check on Phantom Shield so doing that now. Then I'm going to discard my Earthbreaker and reset my hand.
Recharge Arcane 6: 1d8 + 2 ⇒ (7) + 2 = 9 Recharged. :)
Hand: Magus Arcana, Shieldsplitter Lance, Strength, Unshakable Chill, Game of Life, Elven Scimitar,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d8 []+1 []+2
Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d8 []+1 []+2 []+3 []+4
Arcane: Intelligence +2
Wisdom d4 []+1 []+2
Charisma d6 []+1 []+2
Favored Card: Weapon
Hand Size 5 [x]6
Proficient with: Light Armor, Weapons
Powers:
You may recharge a weapon ([] or any boon) to succeed at your check to recharge a spell ([] then you may shuffle the recharged spell into your deck instead).
When you encounter a card, you may recharge a spell or an armor to draw a card.
When you succeed at a check to defeat a bane ([] or to acquire a boon that has the Magic trait), you may examine the top card of your deck; if it is Magus Arcana, you may recharge a spell to draw it.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 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 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 B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster C
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
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 P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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.
Weapon B
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 1
Traits
Whip
Melee
Piercing
Poison
Finesse
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon C
Traits
Club
Melee
Bludgeoning
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
6
OR
Arcane
Divine
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon 1
Traits
Knife
Melee
Slashing
Fire
Magic
Elite
Check
Strength
Melee
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 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.
Armor B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
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 B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
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 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 C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Book
Basic
Check
Intelligence
Wisdom
Knowledge
3
Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
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.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally P
Traits
Catfolk
Bard
Gambling
Check
Charisma
Diplomacy
13
Powers
After a charcter at your loation rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck. Then you may explore your location.
Ally C
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally B
Traits
Thriae
Druid
Veteran
Poison
Check
Charisma
Diplomacy
7
Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
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 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 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 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 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 Athnul/Merisal The Risen
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck
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 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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
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: Lem
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Seltyiel, Athnul, Raheli, Grazzle
Henchman Monster 1
Traits
Outsider
Elemental
Check
Combat
13
Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Athnul 9251-5 |

Athnul discards Blood periapt from the bottom of his deck and explores and finds a sand thief
perception dc 6: 1d10 + 3 ⇒ (6) + 3 = 9
recharges gloves and discards her blessing to defeat the sand thief
combat: 2d6 + 2 + 1d10 + 1 ⇒ (1, 6) + 2 + (4) + 1 = 14
The sand thief is defeated but Aghash appears
Using strength black spot and a blessing and recharging Silver reaven
combat 11: 2d6 + 2 + 3 + 1d10 + 1 ⇒ (1, 5) + 2 + 3 + (2) + 1 = 14
Aghash is defeated Third Law 1d6 ⇒ 3
Seltyiel banishes unshakeable chill and banishes the thrid law
Athnul recharges 1d4 + 1 ⇒ (4) + 1 = 5cards
If anyone has a curse get rid
Hand: BotG 2, Athlete, Mastiff, Quartemaster, Blessing of Cayden Cailean,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing of Cayden for two dice on a non combat Str o Con check.
Melee : Str +2
DEX d6 [ ] +1 [ ] +2
CON d10 [ ]+1 [ ]+2
Fortitude: CON +2
INT d4 [ ]+1 [ ]+2
WIS d10 [X1]+1 [ ]+2 [ ]+3 [ ]+4
Perception : WIS +2 (d10+3)
CHA d6 [ ]+1 [ ]+2
Hand Size 5 [ ] 6 [ ] 7
Powers:
For your combat check you may recharge a card to add your wisdom skill and the bludgeoning trait ([ ] and you may add the magic trait) ;You may not play weapons on this check
You may reveal a blessing to evade an encounter ([X1 ] You may recharge that blessing to explore your location)

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Monster 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 B
Traits
Undead
Cleric
Elite
Check
Combat
10
Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Barrier 1
Traits
Obstacle
Trap
Basic
Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8
Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Scythe
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
Arcane
Divine
6
Powers
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
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 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.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 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 B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Ally C
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
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 B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Ally B
Traits
Dwarf
Aristocrat
Hireling
Check
Charisma
Diplomacy
7
Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Ally 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.
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 C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 13 Lem/Redgar
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 17
Blessings Deck
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 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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Howling Sands
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: Lem
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering 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: Seltyiel, Athnul, Raheli, Grazzle

Redgar's ACG Characters |

Lem starts his turn at a closed location, revealing a Blessing of the Ancients
He decides to sightsee at the scenic Volcanic Vents, running into Radovan along the way.
Heh, look at this tourguide. For a free tour, it's not worth the price of admission. I bet I know more about this area than him, and I just got here! Wait, you can hear me? And what are you doing with that big club?! Here, have a Touch of Lightning Lightning Touch! encountering Bonecrusher Ambusher
Combat DC 9+ad = 10? 1d12 + 3 + 2d4 ⇒ (1) + 3 + (1, 2) = 7
Recharge 1d12 + 3 ⇒ (12) + 3 = 15
...welp, Lem had that coming. Time for him to learn a lesson in humility and etiquette. discard: Blessing of Erastil, Blessing of the Gods, Troubador.
Physician, Cure thyself! 1d4 + 1 ⇒ (3) + 1 = 4
Recharge DC 8 1d12 + 3 ⇒ (5) + 3 = 8
[ooc]Redraw: Blessing of the Gods 3, Blessing of the Gods 1, Lightning Touch, Inflict, Black Spot
End of Turn
Hand: Cure 2, Blessing of the Gods 3, Blessing of the Gods 1, Lightning Touch, Inflict, Black Spot,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Please feel free to use Blessings, Black Spot, or recharge of random cards for +1d4 if it is an important roll.
Sideboard cards:
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([ ]+1) ([ ]+2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Stealth
Perception
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
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 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
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.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
6
OR
Arcane
Divine
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon C
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon C
Traits
Club
Melee
Bludgeoning
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
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 C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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 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 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.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor P
Traits
Light Armor
Construct
Check
Constitution
Fortitude
6
Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
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 C
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally P
Traits
Goblin
Fighter
Veteran
Check
Combat
15
OR
Charisma
Diplomacy
10
Powers
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration, add 1d4+1 to your first combat check.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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 C
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 C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Turn: 14 Raheli/Wikwocket
Top of Blessing Discard Pile: 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: 16
Blessings Deck
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.
Favor 1
Traits
Check
Powers
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.
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 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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan, Lem
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.
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.
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.
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 1
Traits
Half-Elf
Alchemist
Check
Combat
12
Powers
Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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 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.
Towering 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: Seltyiel, Athnul, Raheli, Grazzle

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As the party is preparing to depart from the obelisk, Raheli feels a magical presence, coming from her poppet. It tells her that there is a divine opportunity to the west. She tells her companions that she wants to scout that way, and heads off, and finds a hidden Oasis.
She walks towards a small pool of water, grateful for the chance to refill her canteen. But as she kneels and lets down her pack, a huge Sand Scorpion notices her, and crawls out from under some rocks. It strikes with its massive stinger, catching Raheli's pack. Dicard caltrops for BYA damage.
Luckily, her new chakram was too large for her pack, and she had it at her side. She hurls it at the scorpion, casting Black Spot on the beast as she does. She hopes to catch it before it strikes again!
Combat 10 (12 - 2 from Black Spot), using Galvanic Chakram +1: 1d10 + 1 + 1d8 + 1 ⇒ (7) + 1 + (4) + 1 = 13
Arcane 6 Black Spot Recharge: 1d8 + 2 ⇒ (4) + 2 = 6
Because defeated by less than 5, can close!
The chakram strikes true, and as the scorpion shudders and dies, the trees and water start to shimmer and sway. Was the whole oasis an illusion? Raheli concentrates with divine energy to discern the truth. (Recharge Cure to close)
It was! Raheli is crushed to realize there is no water around. She does find some spells and blessings in the sand, perhaps left behind by past victims of the scorpion, but it is small comfort to her parched throat. She collects her belongings and prepares to return to her party.
Drawing the following from the loc due to close text:
- Camel (Ally B)
- Holy Light (Spell B)
- Blessing of the Ancients (Blessing B)
- Blessing of Bastet (Blessing B)
Hand: Galvanic Chakram +1, Blast Stone (actually Compass), Camel, Blessing of the Ancients, Blessing of Bastet
Displayed: Flesh Poppet
Deck: 11 Discard: 4 Buried: 0
Notes:Skills and Powers:Skills:
Strength d6
Dexterity d10 +1
Disable: Dexterity +2
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d6Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Cohort: Flesh Poppet:
Display this card. While displayed, if you have the Witch trait, gain the skills Arcane: Intelligence +2 and Divine: Wisdom +2.
While displayed, when you defeat a non-villain monster that has the Undead trait and would banish it, you may recharge a card to display the monster next to this card. On your combat check, you may banish all of the displayed monsters to add the Undead trait and 1d4 for each monster banished; if you have a role card, instead add the Undead trait and 1d8 for each monster banished. Then put this card on top of your deck.

zeroth_hour's Radovan |

Raged for Lem. Fire powers, activate! (+Emperor Cobra B)
Still no water... maybe Rodrick can help me get some.
(Rodrick buddy recharge, then resolve the "discard from bottom" leaving me in the same situation as before.)
Burglar's Buckler. Maybe useful.
Disable 6: 1d8 + 2 ⇒ (5) + 2 = 7
Zae, do you know where water is?
It's that tour guide fellow (Bonecrusher Hunter). Maybe he knows where water is. A Kama might help?
Combat 10: 1d8 + 1d6 + 1d4 + 2 ⇒ (4) + (1) + (3) + 2 = 10
He's got a bunch of gashes, but he didn't tell me where water was. Sigh.
Going once more (discarding BotG)
A Charm (Blessing) of Nethys? Rodrick's pretty good at deciphering this stuff - go ahead.
Divine 5: 1d4 + 1d8 ⇒ (1) + (2) = 3
That's pretty rotten - maybe this lucky charm might help? (Rerolling the 2 - figuring the extra explore may help)
reroll the 2: 1d8 ⇒ 2
Okay, not a lucky day for me.
Lem, you say you had some healing?
Healing: 1d4 + 1 ⇒ (4) + 1 = 5
I'm okay with that.
Zae, Alaeron, Rodrick, and both BotGs are shuffled.
Hand: Captain's Cutlass, Burglar's Buckler*, Kama, Eando Kline, Rodrick,
Displayed: Norge (+Emperor Cobra B), Fell Viridio (+Acid Mantis 1),
Deck: 10 Discard: 1 Buried: 1
Notes: If you take damage at my location, please let me know so I can rage for you.
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d8 [ ]+1 [ ]+2
Diplomacy: Charisma +2
Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location ) by 1.

Kiya-Grazzle |

Grazzle heads to the Sulfur Pits, where he encounters a Skeletal Jackal. He calls down a ray of Holy Light to smite the skeletal beast.
Combat 8: 1d8 + 4 + 2d12 ⇒ (2) + 4 + (3, 7) = 16
Sadly, the bright light seems to have attracted unwanted company.
I figured that would happen, but I didn't have a good chance at punching it, and it's immune to the other attack spell in my hand. Anyway, a Hyena gets shuffled into the location.
Grazzle decides to wait for some friends to come help him out here.
Hand: Amulet of Life, Holy Light, Frigid Blast, Remove Curse, Crocodile Skin Armor, Find Traps
Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes: If anyone wants healing, please let me know. And feel free to use Find Traps to add 2 dice to your check to defeat a barrier.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([X] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Kiya-Grazzle |

Grazzle must be hallucinating from lack of water. He thought he was all alone, but a helpful Tomb Raider seems to have come out of nowhere, offering to help look around the pits. Grazzle agrees, and soon the tomb raider calls out that he's found... random card (1 is Hyena): 1d10 ⇒ 1 ...the Hyena who was attracted to the light Grazzle used to smite the skeleton. Luckily, hyenas aren't immune to Cold, so Grazzle casts Frigid Blast.
Combat 9: 1d8 + 4 + 2d4 ⇒ (4) + 4 + (2, 3) = 13
The hyena was frozen in mid leap and falls into the sulfurous pits, never to be seen again.
Now Grazzle is pretty sure he's alone, and figures there's safety in numbers, so he should wait.
Sadly, I didn't get any attack spells back this time, though I did get a weapon, so I guess that's an okay trade. I do have Cure in hand though, so I'll heal the group at the start of my next turn.
Hand: Amulet of Life, Druid of the Flame, Cure, Remove Curse, Spear of the Watchful Guardian, Find Traps
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: If anyone wants healing, please let me know. Also, Find Traps = 2 dice to defeat a barrier.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([X] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Elemental
Outsider
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
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 B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster B
Traits
Animal
Electricity
Basic
Check
Combat
6
Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.
Barrier P
Traits
Trigger
Cache
Curse
Magic
Check
Dexterity
Charisma
10
Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
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 C
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
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.
Weapon B
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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.
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 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 B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
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 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.
Item C
Traits
Tool
Basic
Check
Intelligence
Perception
4
Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 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; if you 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 B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
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.
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 17 Seltyiel/Myrddin1209
Top of Blessing Discard Pile: 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 Remaining: 13
Blessings Deck
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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Radovan, Lem
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Grazzle
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
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: Raheli
Towering 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: Seltyiel, Athnul

Myrddin's Seltyiel |

First off, I need to attempt to recharge the Strength spell I cast on Athnul.
Recharge Arcane 8: 1d8 + 2 ⇒ (4) + 2 = 6 Failed. Oh well.
I'm at a closed location so nothing to discard. I only have one explore this turn, so I think I'll join Grazzle at the Sulfur Pits and see what I find. A Clinging Venom spell. Ok, apparently in this scenario I just attempt to pick up spells. I can do that.
Arcane 4: 1d8 + 2 ⇒ (1) + 2 = 3 Or maybe I can't... Ok, this is silly, but I'm going to use Magus Arcana to reroll because why not.
Arcane 4: 1d8 + 2 ⇒ (4) + 2 = 6 Much better. We'll just pretend that first roll didn't happen.
That all I can do this turn. Resetting my hand.
Hand: Magus Arcana, Shieldsplitter Lance, Clinging Venom, Surgeon, Game of Life, Elven Scimitar,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d8 []+1 []+2
Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d8 []+1 []+2 []+3 []+4
Arcane: Intelligence +2
Wisdom d4 []+1 []+2
Charisma d6 []+1 []+2
Favored Card: Weapon
Hand Size 5 [x]6
Proficient with: Light Armor, Weapons
Powers:
You may recharge a weapon ([] or any boon) to succeed at your check to recharge a spell ([] then you may shuffle the recharged spell into your deck instead).
When you encounter a card, you may recharge a spell or an armor to draw a card.
When you succeed at a check to defeat a bane ([] or to acquire a boon that has the Magic trait), you may examine the top card of your deck; if it is Magus Arcana, you may recharge a spell to draw it.

Scenario Update |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards from your discard pile.
At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Ooze
Acid
Basic
Check
Combat
8
Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
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 B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier C
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
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 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 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.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
2
Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
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 B
Traits
Magic
Arcane
Divine
Attack
Poison
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
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 C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
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 C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
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.
Item 1
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
4
OR
Wisdom
7
Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Item B
Traits
Liquid
Poison
Alchemical
Basic
Check
Intelligence
Knowledge
Craft
5
Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Ally B
Traits
Human
Rogue
Aspis
Hireling
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 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 C
Traits
Human
Rogue
Hireling
Check
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing P
Traits
Divine
Healing
Khepri
Check
Craft
7
OR
Divine
5
Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 18 Athnul/Merisal The Risen
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 12
Blessings Deck
Blessing C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 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 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 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 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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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 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 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 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.
Shifting Dunes
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
Thornscrub
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
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Radovan, Lem
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.
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite
Check
Wisdom
Stealth
Perception
Survival
8
Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
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.
Henchman Barrier B
Traits
Obstacle
Acid
Veteran
Check
Intelligence
Craft
Wisdom
Survival
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Grazzle, Seltyiel
Henchman Monster 1
Traits
Human
Bard
Check
Combat
12
Powers
If defeated, each character at this location may draw a random non-Basic Item from the box.
f defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster B
Traits
Bonecrusher
Wizard
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
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
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing 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.
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.
Monster B
Traits
Bonecrusher
Trigger
Basic
Check
Combat
9
THEN
Combat
9
Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Villain Barrier B
Traits
Obstacle
Trigger
Check
Wisdom
Perception
7
Powers
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
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.
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.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Oasis
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: Raheli
Towering 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