[ACG][OutPost I]Hawkmoon269's Season of Plundered Tombs Table 3 (Inactive)

Game Master Hawkmoon269

Loot List
POTENTIALLY SUMMONED CARDS:

Silver Chain Smuggler:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Acid Pool:
Acid Pool
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.

Aghash:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Blightwing:
Blightwing
Henchman Monster 1

Traits
Outsider
Curse
Poison
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel:
Giant Sand Eel
Henchman Monster B

Traits
Animal
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1

Traits
Construct
Nethys
Inquisitor
Veteran

Check
Arcane
Divine
9
OR
Combat
12

Powers
The Graven Guardian of Nethys is immune to the Mental and Poison traits.
The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.

Natron Zombie:
Natron Zombie
Henchman Monster B

Traits
Undead
Mummy
Veteran

Check
Combat
12

Powers
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Sandstorm:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Theletos:
Theletos
Henchman Monster 3

Traits
Outsider
Trigger

Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14

Powers
When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
Damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Voices of the Spire:
Voices of the Spire
Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

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

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

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

You may only have 1 copy of this card displayed.

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

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

You may only have 1 copy of this card displayed.

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

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

You may only have 1 copy of this card displayed.



RULES: TRADERS:
In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

DURING THIS ADVENTURE:
The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

Replacement Cards:
Remove Curse
Spoiler:
Remove Curse
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.

Scarab Buckler
Spoiler:
Scarab Buckler
Loot Armor B

Traits
Shield
Alchemical
Healing

Check
None

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

Spear of the Watchful Guardian
Spoiler:
Spear of the Watchful Guardian
Loot Weapon 1

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
None

Powers
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.

Elemental Treaty
Spoiler:
Elemental Treaty
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.

Tablet of Languages Lost
Spoiler:
Tablet of Languages Lost
Loot Item 1

Traits
Object
Magic

Check
None
0

Powers
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

Game of Afterlife
Spoiler:
Game of Afterlife
Loot Item B

Traits
Object
Gambling

Check
None

Powers
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

Akhentepi's Armor
Spoiler:
Akhentepi's Armor
Loot Armor 1

Traits
Light Armor
Magic

Check
None

Powers
Recharge this card to ignore a non-villain bane's power that happens before you act.
Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, discard this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.


Sunburst Market
Campaign Sheet


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You defeated the raiders and recovered all of your supplies. As you prepare to summon the guards to arrest these would-be thieves, their leader shouts, “Wait! If you send me to the guards, I’ll tell everyone I can about your little Pathfinder mission to the sky pyramid. If you don’t, I’ll tell you who sent me.”

Your spine stiffens. If these thieves know about your discovery, how far could rumors have spread? You briefly contemplate taking his deal, but conclude that Sothis’s guards are unlikely to trust the word of a thief. Still, as the guards take him and his compatriots away, you wonder how your secret escaped.


Scenario Reward
The party gets all the boons remaining in location decks.
Traders: Auction House, Falsin Deek

Acquired cards
Fire Lance (Weapon B)
Kukri (Weapon B)
Torch (Weapon B)
Whip (Weapon C)
Clinging Venom (Spell B)
Shield Cloak (Armor 1)
Shield Cloak (Armor 1)
Tussah Silk Coat (Armor B)
Acid Flask (Item B)
Acid Flask (Item B)
Anubis Staff (Item 1)
Crowbar (Item C)
Djinn Favor Amulet (Item 1)
Holy Water Grenade (Item C)
Mumia (Item 2)
Noxious Bomb (Item B)
Smoke Stick (Item 1)
Soul Stimulant (Item 2)
Staff of Minor Healing (Item 1)
Camel (Ally C)
Hyaenodon (Ally B)
Idorii (Ally 1)
Kafar (Ally B)
Khelru (Ally 1)
Osirion Ancestor (Ally B)
Blessing of Maat (Blessing 2)
Blessing of Pharasma (Blessing B)
Blessing of Wadjet (Blessing B)


FYI: Auction House offers allies and costs 2 boons. Falsin Deek offers items and costs 2 boons.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Estra's card upgrade preferences are as follows...

  • Item 2: Switching Conch Shell for Byzantine Lexicon (Ultimate Magic))
  • Ally 1: Switching Sage for Vexing Daredevil (Occult Adventures 1))
  • Blessing B: Switching Blessing of the Gods for Sign of the Pack (Occult Adventures 1))

For completing her first scenario in Tier 2, Estra gains a Skill Feat. Estra gains Wisdom [X] +2.

Byzantine Lexicon:
Traits
Book
Magic

Powers
While you reset your hand, reveal this card to treat your hand size as 1 higher.

On a character at your location's Wisdom non-combat check, recharge this card to add a die.

Vexing Daredevil:
Traits
Half-elf
Mesmerist

Powers
Discard this card to add 1d4 to your combat check. If the bane is not immune to the Mental trait, add another 1d4.

Discard this card to examine the top card of your location deck, then either move or explore your location.

Sign of the Pack:
Traits
Sign

Powers
Discard this card to add 1 die to any check. If the check is against a blessing, recharge this card instead.

Discard this card to explore your location. If you encounter a blessing, recharge this card instead.

When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

As I said I’m not sure I my card upgrades. I guess if pressed I go

1st) Item 2-swap out Noxious Bomb For Liquid Ice
2nd Armor 1-swap out crocodile skin for alchemist’s shield
3rd Item 1- Swap out Noxious Bomb for Canteen

The Exchange

Deck Handler

Boon Preferences:

Blessing 2: Blessing of Milani or Sivanah is 2 dice to Dexterity and Intelligence/Charisma non-combat checks.
Item 2: Poisoned Bullets is a damage upgrade.

Skizza will be taking Intelligence.


Male Gnome Sorcerer/Impeller Deck Handler

Gain Skill Feat: Intelligence +1
Upgrade Armor B Leather Armor into Armor 1 Elven Chain Shirt
Qualzar mused. "So, someone has been keeping track of our activities. Have I finally have acquired a proper nemesis?" The sorcerer seemed more proud than worried, but nevertheless pulled aside a magic piece of armor from the loot. The armor, intended for some elfchild princeling, would fit a gnome's frame.
Qualzar sat down opposite Skizza and pointed to the gunslinger's board game. "Nothing like a live opponent to hone one's strategizing. Want to play some Afterlife?"

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Seems like everyone gets what they want.
Estra - Item 2
Cogsnap - Item 2
Skizza - Blessing 2
Qualzar - Armor 1

Cogsnap also gets to pick a Skill Feat, and has access to a couple of Traders now!


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

As I said in the discussion section, I’m taking +1 Dex


3-2B: DESERT’S FURY
After checking thoroughly to ensure that the raiders did not sneak away with any of your supplies, you and your Aspis allies depart Sothis to find the sky pyramid. The first few days of the journey are slow but relatively uneventful. As the sun climbs above the horizon on the fourth day, the frigid night air gradually gives way to blistering heat. Your camel’s rocking gait jostles your saddle. When the sun reaches its zenith, you stop to rest, pitching a low tent for shade. Out of the blazing sun, you take deep swigs from your canteen and reflect on the journey ahead. The map you found on the ancient tablets narrows your search to a patch of desert a few miles across, in the middle of a particularly dry region that travelers avoid. Hopefully, the pyramid won’t be too difficult to find among the rolling dunes.

In the distance to the north, a group of attractive figures appears, some feminine and others masculine. They dance beneath the blinding rays, clad in copper armor and adorned with entrancing veils. You rub your tired eyes. Is this some sort of strange mirage? Perhaps they are members of the local elemental tribes who may be able to help you find what you seek? The only way to know for sure is to investigate.

Briefly leaving the shelter of the camp behind, you set forth. Just as you reach shouting distance to the mysterious figures, your footing gives way. Quicksand! Before you can come up with a plan to free yourself, the dancers rush toward you. Are they here to help, or is this an elaborate trap? You must decide quickly, before the sands drag you under.

DURING THIS SCENARIO
After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

VILLAIN:
NONE

HENCHMAN

Pairaka:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

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 ?:

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 ?:

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 ?:

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:

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 ?:


Give me the usual details: Trader, Replacement Cards, Starting Locations, Hands.


Male Gnome Sorcerer/Impeller Deck Handler

Going to Hadden Hoppert.
On the way out from Sothis, Qualzar ran into the Hadden Hoppert. “Sorry, we don’t have much time to catch up. Off to find a sky pyramid!” The gnome trader nodded excitedly and rustled through a bag. “Ooh, I might have something good for that, let me check...”


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Qualzar-EmpTyger wrote:

Going to Hadden Hoppert.

On the way out from Sothis, Qualzar ran into the Hadden Hoppert. “Sorry, we don’t have much time to catch up. Off to find a sky pyramid!” The gnome trader nodded excitedly and rustled through a bag. “Ooh, I might have something good for that, let me check...”

Cogsnap slaps his forehead with his hand. ”Well, now we know how word got out about our expidition. . .”

No traders or loot for me.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Ezren will visit Sunburst Market, as always, and trade her Sage ally for a second Cure spell.

Estra will trade her Padded Armor for the Akhentepi's Armor Loot Armor.
Estra will trade her Walking Stick Weapon for the Spear of the Watchful Guardian Loot Weapon.

I'll go with the majority decision on what location we start at.

The Exchange

Deck Handler

Finalized upgrade from scenario. Blessing of The Gods upgraded into Blessing of Sivanah.

Skizza will replace Alchemical Cartridges with Game of Afterlife.
Skizza will replace Scale Mail with Scarab Buckler.

Skizza will visit Falsin Deek and ask Cogsnap to visit as well.

Skizza will start at the groups location.


Hadden Hoppert

Holy Light:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Fiery Glare:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

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

Falsin Deek

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Acid Flask:
Acid Flask
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.


Male Gnome Sorcerer/Impeller Deck Handler

Trading Weapon B Sling and burying Ally B Turtle for Spell B Fiery Glare.
Starting at Towering Obelisk. (since I think that's where the party decided to all start at?)
Hadden Hoppert continued excitedly. "I set this aside since this seemed just your thing. It's an optically directly heat ray that, under the correct circumstances, causes spontaneous combustion!" The trader quickly added, a little more subdued. "Well, of objects, mostly. Although, hm, I suppose it would hurt if used on living things as well."
Qualzar's eyes sparkled with inspiration. "Yes, yes, yes. Yes. Yes, this will do quite nicely." Paying for the spell, the sorcerer hurried to catch up with the party on their way to the Towering Obelisk.

Qualzar wrote:

Hand: Surgeon, Mirror Image, Crown of Charisma, Blessing of Pharasma 1, Blessing of the Gods 1, Elven Chain Shirt, Blessing of Pharasma B,

Displayed:
Deck: 8 Discard: 0 Buried: 1
Notes:
Ask before using: Blessing of the Gods; 2 Blessings of Pharasma (+1 die/+2 dice if a spell is used)
Can use without asking: Blessings if it recharges; Surgeon (cure 1 card at my location)

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) ([] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Also starting off at the Towering Obilisk

<Cogsnap> wrote:

Hand: Remove Curse, Clockwork Spy, Alchemist's Kit, Acid Flask, Liquid Ice, Dart,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
Dexterity d8 [x]+1 []+2 []+3
--Disable: Dex+3
--Ranged: Dex+1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3
--Arcane: Int +1
--Craft: Int +2
Wisdom: d6 []+1 []+2
Charisma d6 []+1 []+2

Hand Size: 6 []7 []8

Proficient: Light Armor, Weapons

Powers:
--When you would banish a card that has the alchemical trait for its power, you may ([]Discard it or) banish another card that has the alchemical or liquid trait.
--Add 1d6 to your ranged combat check that has the alchemical trait
--After you defeat a monster, you may discard([]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.

The Exchange

Deck Handler

Nothing from the Trader for me. Unless someone wants something.


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Monster 2
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Monster 3
Spoiler:
Bonecrusher Chieftain
Monster 2

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

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

Monster 4
Spoiler:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Monster 5
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

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

Random Barriers:
Barrier 1
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 2
Spoiler:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Barrier 3
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 4
Spoiler:
Camouflaged Pit Trap
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 5
Spoiler:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Random Weapons:
Weapon 1
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 2
Spoiler:
Blowgun
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 3
Spoiler:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

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

Weapon 4
Spoiler:
Kopis
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 5
Spoiler:
Blowgun
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.

Random Spells:
Spell 1
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

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

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 3
Spoiler:
Deathgrip
Spell 2

Traits
Magic
Arcane
Divine
Attack
Cold
Undead

Check
Intelligene
Arcane
Wisdom
Divine
8

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

Spell 4
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Spell 5
Spoiler:
Cure
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.

Random Armors:
Armor 1
Spoiler:
Armored Kilt
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 2
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 3
Spoiler:
Armored Kilt
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 4
Spoiler:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

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

Armor 5
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Random Items:
Item 1
Spoiler:
Canteen
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 3
Spoiler:
Crowbar
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 4
Spoiler:
Smoked Glass Goggles
Item B

Traits
Accessory

Check
Intelligence
Craft
Wisdom
Survival
6

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

Item 5
Spoiler:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Random Allies:
Ally 1
Spoiler:
Camel
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 2
Spoiler:
Porcupine
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 3
Spoiler:
Shock Lizard
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 4
Spoiler:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

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

Ally 5
Spoiler:
Qasin
Ally 2

Traits
Outsider
Psychopomp

Check
Charisma
Diplomacy
Divine
10

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Turn: 1 Estra/Yewstance

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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


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

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessings Deck Card 2 (Turn 3 Qualzar)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

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

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 4 (Turn 5 Estra)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 7 Qualzar)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 7 (Turn 8 Cogsnap)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 10 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 10 (Turn 11 Qualzar)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 11 (Turn 12 Cogsnap)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 12 (Turn 13 Estra)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 13 (Turn 14 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 14 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 15 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 16 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 17 (Turn 18 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 18 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 19 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 20 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

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

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 22 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 23 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Divine
Basic

Check
Divine
3

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

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

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 26 (Turn 27 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

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

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 29 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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

Thornscrub Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Thornscrub Card 2:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Thornscrub Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Thornscrub Card 4:
Vented Plate Mail
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.

Thornscrub Card 5:
Sand Creeper
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.

Thornscrub Card 6:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 8:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Thornscrub Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 10:
Wall Scythes
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.

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: Qualzar, Cogsnap, Skizza, Estra

Towering Obelisk Card 1:
Qualzar
Character B

Traits

Check

Powers

Towering Obelisk Card 2:
Shock Lizard
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.

Towering Obelisk Card 3:
Skizza
Character B

Traits
-

Check
None

Powers
-

Towering Obelisk Card 4:
Estra
Character B

Traits
-

Check
None

Powers
-

Towering Obelisk Card 5:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Towering Obelisk Card 6:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Towering Obelisk Card 7:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Towering Obelisk Card 8:
Dance of the Dead
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.

Towering Obelisk Card 9:
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.

Towering Obelisk Card 10:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Towering Obelisk Card 11:
Elemental Treaty
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.

Towering Obelisk Card 12:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Towering Obelisk Card 13:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Towering Obelisk Card 14:
Cogsnap
Character B

Traits

Check

Powers

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

Howling Sands Card 1:
Sebti the Crocodile
Ally 1

Traits
Human
Cleric
Trigger

Check
Charisma
Diplomacy
Divine
9

Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Howling Sands Card 2:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

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

Howling Sands Card 3:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Howling Sands Card 4:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 5:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 6:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 7:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 8:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 10:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

Windswept Chasm Card 1:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 2:
Malfunctioning Deathtrap
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.

Windswept Chasm Card 3:
Elemental Treaty
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.

Windswept Chasm Card 4:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 5:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Windswept Chasm Card 6:
Crocodile Skin Shield
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.

Windswept Chasm Card 7:
Bolas
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.

Windswept Chasm Card 8:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Windswept Chasm Card 9:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Spirit 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.

Windswept Chasm Card 10:
Hurtling Tiles Trap
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.

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

Volcanic Vents Card 1:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

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

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
Shock Elemental
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.

Volcanic Vents Card 4:
Kukri
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.

Volcanic Vents Card 5:
Crocodile Skin Armor
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.

Volcanic Vents Card 6:
Fire Hydra
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.

Volcanic Vents Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 8:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 9:
Clinging Venom
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.

Volcanic Vents Card 10:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.


Sorry. Forgot to do the Aspis ally. Here it is:

Marianix Karn:
Marianix Karn
Ally B

Traits
Human
Aspis
Sage

Check
Charisma
Diplomacy
9

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

You decide who gets it.

The Exchange

Deck Handler
Skizza wrote:

Hand: Scarab Buckler, Hand Cannon, Game of Afterlife, Arquebus, Blessing of Sivanah,

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

Skills and Powers:
SKILLS

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

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

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Estra draws her opening hand.

Estra wrote:

Hand: Byzantine Lexicon, Onmyoji, Sign of the Thrush, Akhentepi's Armor, Honaire, Fiery Glare,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Opening hand did not have Honaire. Redrawn.
Sideboard cards:

Estra starts her turn

Estra chooses not to move, and examines the top card of the Towering Obelisk with her power.

Towering Obelisk Card 1: Qualzar
Qualzar is examined, and is removed from the Location Deck, with his token returned to the location.

Estra struggles against the quicksand, though Honaire hovers over the slipping landmass without issue. His ghostly form leans in to tug Estra out, but she waves him away, mentally commanding him to pull out poor Qualzar - his gnomish stature ensuring that the sands are already up to his shoulders. Honaire fades and reforms beside the sorcerer; reaching spectral arms under the gnome's shoulders and floating him to a safe point of land as the mysterious dancers approach.

Estra takes her free exploration.

Towering Obelisk Card 2: Shock Lizard

Shock Lizard:
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.

Wisdom 4: 1d10 + 2 ⇒ (7) + 2 = 9 -> Shock Lizard acquired.

Estra discards Shock Lizard to explore again. Shock Lizard is placed on top of Estra's deck from the Towering Obelisk's effect.

Towering Obelisk Card 3: Skizza
Skizza is encountered, and is removed from the Location Deck, with his token returned to the location.

Estra struggles further, spying a poor lizard caught up in the quicksand; falling down amidst the shifting grains, flailing in terror. Struck by sudden altruism, and taking it as a sign or omen, Estra grabs the poor thing as it passes her and places it on her shoulders as she struggles. As she turns to achieve this, she sees Skizza flailing and losing his balance in the shifting sands, falling onto his back as the sands threaten to drown him. Quickly she commands Honaire over to dredge him out too.

Estra discards Onmyoji to explore again, adding 1d4 to her checks during the exploration.

Towering Obelisk Card 4: Estra
Estra is encountered, and is removed from the Location Deck, with her token returned to the location.

Estra looks around, and can't see any sign of Cogsnap. Hopefully the alchemist has a few tricks up his sleeve, she thinks to herself, before finally allowing Honaire to lift her from the quicksand and drag her to safety - the lizard still clinging to her cloak in fear.

Estra discards Sign of the Thrush to explore again.
Towering Obelisk Card 5: Coffer Corpse

Coffer Corpse:
Monster 1
Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Estra sets aside Fiery Glare for combat.
Combat 8 (Divine): 1d10 + 4 + 2d4 ⇒ (2) + 4 + (1, 3) = 10 -> Coffer Corpse's first check to defeat passed. Estra draws a card Spear of the Watchful Guardian from her power.
Divine 10 (Recharge): 1d10 + 4 ⇒ (3) + 4 = 7 -> Fiery Glare discarded.

No time to rest, though, as the fast-moving sand seems to have unearthed more than just lizards, and an undead hand reaches from the flowing landmass to grasp as Estra's leg, threatening to pull her back in. She strikes it with a burst of flame from her eyes, but it still keeps a grip on her!

Estra requests Skizza take the second combat check.

Assuming Skizza passes the remaining combat check:
Estra ends her turn and resets her hand, revealing Byzantine Lexicon to increase her hand size to 7.

Estra wrote:

Hand: Byzantine Lexicon, Spear of the Watchful Guardian, Binder's Tome, Akhentepi's Armor, Honaire, Spiritual Ally, Inflict Pain,

Displayed:
Deck: 6 Discard: 3 Buried: 0
Notes: Feel free to use Byzantine Lexicon, Binder's Tome, Spiritual Ally or Inflict Pain whenever needed, especially since they're all Reveal or Recharge effects; note that they are all restricted to this location, though.
Sideboard cards:

Skills and Powers:

Spoiler:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3

Favored Card: Loot Ally Honaire
Hand Size 5 [X] 6
Proficient with: Light Armors
Powers:
At the end of your move step, you may examine the top card of your location deck. You may bury ([ ] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat check, you may draw a card.
[ ] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.

The Exchange

Deck Handler

Skizza was quickly swept into the churning sands but before it swallowed him completely he was plucked up by the old ladies ghost. He spent a moment coughing up sand but was interrupted as he spotted a bag of bones grabbing his friend from under the sand.

"INCOMING!" he said interrupted by the crack of his own weapon being fired off.

Reveal Arquebus.
Combat 10: 1d10 + 1 + 2 + 1d8 ⇒ (1) + 1 + 2 + (8) = 12
Jam!: 1d12 ⇒ 7

Skizza wrote:

Hand: Scarab Buckler, Hand Cannon, Game of Afterlife, Arquebus, Blessing of Sivanah,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Arquebus 1d4@another location. Hand Cannon 2d6@another location.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

The crack of the gunshot echoes through the dunes, and the corpse falls dead... again, allowing Estra to tug herself free.

Thanks for the assist, Skizza! I think you forgot your Ranged bonuses, though.

Estra ends her turn, revealing Byzantine Lexicon to increase her hand size to 7.

Estra wrote:

Hand: Byzantine Lexicon, Spear of the Watchful Guardian, Binder's Tome, Akhentepi's Armor, Honaire, Spiritual Ally, Shock Lizard,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to use Byzantine Lexicon, Binder's Tome, Spiritual Ally or Inflict Pain whenever needed, especially since they're all Reveal or Recharge effects; note that they are all restricted to this location, though.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3

Favored Card: Loot Ally Honaire
Hand Size 5 [X] 6
Proficient with: Light Armors
Powers:
At the end of your move step, you may examine the top card of your location deck. You may bury ([ ] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat check, you may draw a card.
[ ] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Random Monsters:
Monster 1
Spoiler:
Magma Spirit
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 2
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Monster 3
Spoiler:
Shock Toad
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 4
Spoiler:
Emperor Cobra
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 5
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

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

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Barrier 2
Spoiler:
Camouflaged Pit Trap
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 3
Spoiler:
Ambush
Barrier 2

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 4
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Barrier 5
Spoiler:
Trapped Locker
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.

Random Weapons:
Weapon 1
Spoiler:
Whip
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 2
Spoiler:
Falcata
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.

Weapon 3
Spoiler:
Whip
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 4
Spoiler:
Shock Glaive +1
Weapon 1

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Weapon 5
Spoiler:
Kukri
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.

Random Spells:
Spell 1
Spoiler:
Remove Curse
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 2
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Spell 3
Spoiler:
Detect Undead
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
5

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

Spell 4
Spoiler:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Spell 5
Spoiler:
Clinging Venom
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.

Random Armors:
Armor 1
Spoiler:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

Powers
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Armor 3
Spoiler:
Armored Kilt
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 4
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 5
Spoiler:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

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

Random Items:
Item 1
Spoiler:
Bladeguard
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 2
Spoiler:
Seer’s Tea
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 3
Spoiler:
Mummified Cat
Item 1

Traits
Object
Magic
Mummy

Check
Wisdom
Survival
Divine
6

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

Item 4
Spoiler:
Flash Freeze
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 5
Spoiler:
Osirion History Guide
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.

Random Allies:
Ally 1
Spoiler:
Porcupine
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.

Ally 2
Spoiler:
Stone Weasel
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 3
Spoiler:
Hyaenodon
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.

Ally 4
Spoiler:
Pahmet Clansman
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 5
Spoiler:
Azaz Arafe and Zazu
Ally 1

Traits
Human
Evoker
AND
Animal

Check
Charisma
Diplomacy
Arcane
Divine
7

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 3
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Turn: 2 Skizza/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Bastet

Top Blessing:
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: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Qualzar)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

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

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 3 (Turn 5 Estra)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 4 (Turn 6 Skizza)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 7 Qualzar)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 6 (Turn 8 Cogsnap)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 9 Estra)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 8 (Turn 10 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 11 Qualzar)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 10 (Turn 12 Cogsnap)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 11 (Turn 13 Estra)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 12 (Turn 14 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 13 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 15 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 16 (Turn 18 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 17 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 18 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 19 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 20 (Turn 22 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 21 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 22 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 24 (Turn 26 Skizza)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 25 (Turn 27 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 26 (Turn 28 Cogsnap)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 27 (Turn 29 Estra)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 28 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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

Thornscrub Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Thornscrub Card 2:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Thornscrub Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Thornscrub Card 4:
Vented Plate Mail
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.

Thornscrub Card 5:
Sand Creeper
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.

Thornscrub Card 6:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 8:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Thornscrub Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 10:
Wall Scythes
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.

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:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Qualzar, Cogsnap, Skizza, Estra

Towering Obelisk Card 1:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Towering Obelisk Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Towering Obelisk Card 3:
Dance of the Dead
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.

Towering Obelisk Card 4:
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.

Towering Obelisk Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Towering Obelisk Card 6:
Elemental Treaty
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.

Towering Obelisk Card 7:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Towering Obelisk Card 8:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Towering Obelisk Card 9:
Cogsnap
Character B

Traits

Check

Powers

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

Howling Sands Card 1:
Sebti the Crocodile
Ally 1

Traits
Human
Cleric
Trigger

Check
Charisma
Diplomacy
Divine
9

Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Howling Sands Card 2:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

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

Howling Sands Card 3:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Howling Sands Card 4:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 5:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 6:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 7:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 8:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 10:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

Windswept Chasm Card 1:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 2:
Malfunctioning Deathtrap
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.

Windswept Chasm Card 3:
Elemental Treaty
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.

Windswept Chasm Card 4:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 5:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Windswept Chasm Card 6:
Crocodile Skin Shield
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.

Windswept Chasm Card 7:
Bolas
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.

Windswept Chasm Card 8:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Windswept Chasm Card 9:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Spirit 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.

Windswept Chasm Card 10:
Hurtling Tiles Trap
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.

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

Volcanic Vents Card 1:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

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

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
Shock Elemental
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.

Volcanic Vents Card 4:
Kukri
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.

Volcanic Vents Card 5:
Crocodile Skin Armor
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.

Volcanic Vents Card 6:
Fire Hydra
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.

Volcanic Vents Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 8:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 9:
Clinging Venom
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.

Volcanic Vents Card 10:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

The Exchange

Deck Handler

Skizza excited by blowing the hand off of a bucket of bones kept digging through the sand covered obelisk. He quickly found an axe but since you can't fire it through a gun he tossed it away...but it reappeared in his hand.

"WHAT THE! Guess the axe likes me?" he said before placing in on his belt and continuing on.

His frantic digging upset a colony of scarabs that began to swarm towards him. He thought about using the axe but you still can't fire it. He takes out his gun and blasts away while Estra assists by keeping them still with a binding spell. Afterwards he jumps all over the defeated bugs remains to make sure they stay down.

Explore Towering Obelisk Card 1: Returning Throwing Axe +1

Spoiler:

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.


Ranged 8: 1d10 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Game of Afterlife Re-roll: 1d10 + 1 + 2 ⇒ (9) + 1 + 2 = 12 Acquired!
Intelligence 8: 1d10 + 1 ⇒ (7) + 1 = 8 Recharged.

Discard Blessing of Sivanah to Explore Card 2: Scarab Swarm

Spoiler:

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.


Hand Cannon and Binder's Tome.
Combat 12: 1d10 + 1 + 2 + 2d6 + 1d4 ⇒ (10) + 1 + 2 + (1, 5) + (4) = 23 Defeated but shuffled?
Jam!: 1d12 ⇒ 6 Put on top of deck.

End Turn. Reset Hand.

Skizza wrote:

Hand: Scarab Buckler, Hand Cannon, Arquebus, Returning Throwing Axe +1,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Hand Cannon 2d6@another location.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Silver Crusade

1 person marked this as a favorite.
Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Nice turn; I might even take the weapon upgrade if nobody else claims it, depending on what my options are.

Skizza of Dongun Hold wrote:
Combat 12: 23 Defeated but shuffled?

Nope, banished entirely! It's slightly intuitive wording, but grammatically correct. The Scarab Swarm basically says "you banish this card if you overkill it by 4, or if you killed it and had the fire trait". (Also, thanks for remembering Binder's Tome, because I kinda forgot that I had it for a moment there)

So your 'goal number' is easier to hit if you use fire, but you can still permanently kill it without.

(And as Cogsnap noticed and I missed; no Poison damage from the Scarab Swarm.)


Male Gnome Sorcerer/Impeller Deck Handler

Exploring Towering Obelisk 3: Dance of the Dead

Dance of the Dead:
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.


Discarding Blessing of Pharasma, and using Estra's Binder's Tome
Charisma 10: 2d10 + 1 + 1d4 ⇒ (6, 4) + 1 + (1) = 12
Dance of the Dead is displayed
Qualzar looked around, and saw undead moving in a truly grotesque pattern. "Ew, gross!" The gnome called over to the spiritualist. "You're married to one of *them*, aren't you? By Pharasma, can't you do something about it?" Either by Qualzar's command or the matrimonial bonds linking her to Honaire, the undead left the party out of their macabre celebration.

Recharging Surgeon to cure Blessing of Pharasma
Discarding Blessing of Pharasma 1 to explore Towering Obelisk 4: Blessing of Ancient

Blessing of the Ancients:

Blessing B

Traits
Divine
Basic

Check
Divine
3

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


Divine 3: 1d4 ⇒ 1
Blessing of the Ancients is banished
Qualzar called over his surgeon. "Ew, I think one of them touched me." The surgeon tried to explain about the ancient ritual, but the sorcerer wasn't hearing any of it. The human sighed and put an elaborate bandage where the dancing corpse had brushed him.

Discarding Blessing of the Gods to explore Towering Obelisk 5: Pairaka

Pairaka:
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


Discarding Crown of Charisma as a mental attack spell, and using Estra's Binder's Tome
Combat 13: 1d10 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (4) + (2) = 17
Pairaka is banished
Scourge: 1d6 ⇒ 4
Displaying Curse of Daybane
A div appeared atop the obelisk. "Who dares enter this land?" Qualzar immediately donned his crown. "It is I Qualzar the Most Opulent!" proclaimed the sorcerer, casting a command spell. "And with my are my intrepid companions: Estra, Skizza, and..." He looked around and noticed that Cogsnap was still buried. Qualzar bade the pairaka start digging up his fellow gnome. The div uttered a curse on the sorcerer, but it was powerless to control her own body.

Closing Towering Obelisk: Summoning Aghash

Aghash:
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


Discarding Elven Chain Shirt as a mental attack spell, and using Estra's Binder's Tome and Spiritual Ally
Combat 11 + 2*2 - 5 = 10: 1d10 + 3 + 1d6 + 1d4 ⇒ (1) + 3 + (6) + (2) = 12
Aghash is banished. Towering Obelisk is closed. Banishing Curse of Daybane. Cogsnap's token is returned.
A lesser div appeared. "How dare you do that to my mistress!" Qualzar caused his armor to sparkle with a hypnotic pattern. "Your mistress? No, I think she's my mistress now." The sorcerer further commanded the mesmerized pairaka, "Why don't you transfer your curse from me, and to your true enemy: this aghash."
The cursed aghash screamed in agony as the pairaka then finished digging out Cogsnap.

Qualzar wrote:

Hand: Lightning Touch, Mirror Image, Blessing of Pharasma B, Force Missile, Tablet of Languages Lost, Sage, Frost Ray,

Displayed:
Deck: 4 Discard: 4 Buried: 1
Notes:
Ask before using: Blessings of Pharasma (+1 die/+2 dice if a spell is used)
Can use without asking: Blessings if it recharges

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) ([] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.


Estra needs to attempt a recharge check on Spiritual Ally and either recharge or discard it, accordingly.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Thanks everyone for exploring so thuroghly and getting me out first turn! Great job! Also, I would also like a weapon 1 upgrade. Or just that axe! I could use it, but Skizza I know can too so no biggie.

Cogsnap sits up. A LOT of stuff seems to have happened while he was trying unsuccessfully swim in quicksand. Things seem to be. . . Fine . . . ish now? Somehow he seems to be free and there don’t seem to be any pyramids (sky or otherwise) in this part of the desert.
Flip blessings of Thoth
”So we still looking for this pyramid thingie? That’s what we do right? Not let quicksand and. . . Whatever THAT was deter us? I guess I’ll check over here then?”

The alchemist teeters off as he pulls his alchemical lab out of his backpack and assembled it on a rolling cart.

Display alchemist’s kit, Move to Volcanic Vents, free explore.

Encounter Soul Stimulant, reveal aspis ally for help
d10(int)+2(craft)+1(Marianix Karn): 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12

In a lucky break, he finds that he can harness some of the volcanic vent fumes with his alchemist’s kit and distill them into a soul stimulant. Absentmindedly he drops a clockwork spy on the ground to find more fumes for him to experiment on.

Clockwork spy displayed. It examines, then explores top card.
Blessing of the Ancients, attempt to acquire with Marianix Karn

D4(divine)+1(Marianix Karn): 1d4 + 1 ⇒ (1) + 1 = 2 failed to acquire
The spy instead brings back a generic holy symbol that Cogsnap just tosses aside and mumbles something about needing to fix the thing’s logic gears. Karn makes a grab for it but can’t prevent it from falling in the vents, and gives Cogsnap an exasperated look for maybe throwing away a valuable artifact.

”No pyramids yet, but I’m harvesting some toxic gasses that may help drive away curses!” he shouts to the rest of the party.

End turn

<Cogsnap> wrote:

Hand: Remove Curse, Soul stimulant-MM, Acid Flask, Liquid Ice, Dart, Marianix Karn,

Displayed: Alchemist's Kit, Clockwork Spy,
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
Dexterity d8 [x]+1 []+2 []+3
--Disable: Dex+3
--Ranged: Dex+1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3
--Arcane: Int +1
--Craft: Int +2
Wisdom: d6 []+1 []+2
Charisma d6 []+1 []+2

Hand Size: 6 []7 []8

Proficient: Light Armor, Weapons

Powers:
--When you would banish a card that has the alchemical trait for its power, you may ([]Discard it or) banish another card that has the alchemical or liquid trait.
--Add 1d6 to your ranged combat check that has the alchemical trait
--After you defeat a monster, you may discard([]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Dance of the Dead:
Dance of the Dead
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.


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

Random Monsters:
Monster 1
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Monster 2
Spoiler:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

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

Monster 3
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Monster 4
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Monster 5
Spoiler:
Skeletal Jackal
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.

Random Barriers:
Barrier 1
Spoiler:
Camouflaged Pit Trap
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 2
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 3
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 4
Spoiler:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

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

Barrier 5
Spoiler:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Random Weapons:
Weapon 1
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Weapon 2
Spoiler:
Blowgun
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 3
Spoiler:
Glacial Khopesh +1
Weapon 1

Traits
Sword
Melee
Slashing
Cold
Magic
Elite

Check
Strength
Melee
9

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

Weapon 4
Spoiler:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Weapon 5
Spoiler:
Greatclub +1
Weapon 2

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
8

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

Random Spells:
Spell 1
Spoiler:
Locate Object
Spell 1

Traits
Magic
Acrance
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 2
Spoiler:
Fireblade
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 3
Spoiler:
Viper Strike
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 4
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Spell 5
Spoiler:
Remove Curse
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.

Random Armors:
Armor 1
Spoiler:
Armored Kilt
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 2
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 4
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

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

Armor 5
Spoiler:
Tussah Silk Coat
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.

Random Items:
Item 1
Spoiler:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

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

Item 2
Spoiler:
Feather of Maat
Item B

Traits
Object
Magic
Maat

Check
Constitution
Knowledge
Divine
5

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

Item 3
Spoiler:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

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

Item 4
Spoiler:
Noxious Bomb
Item C

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 5
Spoiler:
Magnifying Glass
Item B

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.

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

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

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

Ally 2
Spoiler:
Dhabba
Ally C

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 3
Spoiler:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Giant Slug
Ally B

Traits
Animal
Acid

Check
Wisdom
Survival
6

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

Ally 5
Spoiler:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessing 4
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Turn: 5 Estra/Yewstance

Top of Blessing Discard Pile: Blessing of Horus

Top Blessing:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Skizza)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 7 Qualzar)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 3 (Turn 8 Cogsnap)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 4 (Turn 9 Estra)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 10 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 11 Qualzar)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 7 (Turn 12 Cogsnap)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 8 (Turn 13 Estra)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 9 (Turn 14 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 10 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 12 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 13 (Turn 18 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 14 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 15 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 16 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 17 (Turn 22 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 18 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 19 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 25 Estra)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 21 (Turn 26 Skizza)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 22 (Turn 27 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 23 (Turn 28 Cogsnap)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 24 (Turn 29 Estra)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 25 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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

Thornscrub Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Thornscrub Card 2:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Thornscrub Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Thornscrub Card 4:
Vented Plate Mail
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.

Thornscrub Card 5:
Sand Creeper
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.

Thornscrub Card 6:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 8:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Thornscrub Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 10:
Wall Scythes
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.

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: Qualzar, Skizza, Estra

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

Howling Sands Card 1:
Sebti the Crocodile
Ally 1

Traits
Human
Cleric
Trigger

Check
Charisma
Diplomacy
Divine
9

Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Howling Sands Card 2:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

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

Howling Sands Card 3:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Howling Sands Card 4:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 5:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 6:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 7:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 8:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 10:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

Windswept Chasm Card 1:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 2:
Malfunctioning Deathtrap
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.

Windswept Chasm Card 3:
Elemental Treaty
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.

Windswept Chasm Card 4:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 5:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Windswept Chasm Card 6:
Crocodile Skin Shield
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.

Windswept Chasm Card 7:
Bolas
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.

Windswept Chasm Card 8:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Windswept Chasm Card 9:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Spirit 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.

Windswept Chasm Card 10:
Hurtling Tiles Trap
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.

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:0 Al:0 Bl:0 ?:1
Located here: Cogsnap

Volcanic Vents Card 1:
Shock Elemental
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.

Volcanic Vents Card 2:
Kukri
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.

Volcanic Vents Card 3:
Crocodile Skin Armor
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.

Volcanic Vents Card 4:
Fire Hydra
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.

Volcanic Vents Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 6:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 7:
Clinging Venom
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.

Volcanic Vents Card 8:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Nice couple of turns! Location closed, Cogsnap saved, curses dealt with and an Item 2 found by the player most skilled at using it.
I must admit I'm a little struck by your luck at using the Spiritual Ally precisely where it counted, but I'm very glad that the team was able to use my support productively. Just note it's only -4 to difficulty, not -5, but no meaningful difference there.
All in all, one of the most productive first rounds yet.

Off turn: Estra sets aside Spiritual Ally for Qualzar, then attempts to recharge it, revealing Spear of the Watchful Guardian to add 1d6 to her Perception check.
Perception 7: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16 -> Um, yeah that's recharged.

Estra grunts, displeased with Qualzar's comment on her state of matrimony, but quickly ascertains that the curious undead are no threat. Furthermore, their spirits cling to the bones closely, and though appearing entranced and obsessed with their activity, their whispers do not hint of any pain or malevolence. What a strange thing, that in lands like these even those rejected by death itself can find a sort of peace.

Estra watches as Qualzar expertly commanded the divs, digging out Cogsnap. Seeing that the party have things under control, Estra looks out for the curious dancers - not the undead, but the bizarre, beautiful figures from earlier. Only to find them missing. A mirage, or something more sinister? Did they scatter once their trap had failed? Were those divs that attacked Qualzar the true form of those beings? More investigation was clearly needed, and Estra feels the spirits bid her follow the winds to their destination... which she does, walking with Honaire's protection as she braves the hot sands, the winds causing her cloak to ruffle and billow as she allows it to guide her forwards.

Estra starts her turn
Estra moves to the Windswept Chasm, which features card types (Blessings, Spells, Armors) that she's strong at acquiring, and examines the top card of the Windswept Chasm with her power.

Windswept Chasm Card 1: Alchemical Gas

Alchemical Gas:
Barrier B
Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Hm. A couple of options here. Estra chooses not to bury a card to encounter it, but she does encounter it by taking her free exploration.
My odds of success are a mere 25%. Qualzar's Blessing of Pharasma would turn that hugely into my favor, but if I'm honest the cost of failing isn't very high. I just end up burying my armor and I can banish it at the start of my turn quite easily with Honaire's help, so I'd rather save the blessing for something more important or dangerous.

Intelligence 7: 1d8 ⇒ 2 -> Undefeated. Alchemical Gas displayed.

She finds a small chasm where the winds appear to drop into; the temperature mercifully cooler as she dips below the level of the sandy dunes above. What a curious little place; the sand doesn't spill or blow into this gulley, as if magical wards kept out all but the wind. It almost appears made by intelligent hands, or formed by magecraft. The lizard that had hitched a ride in her pockets this whole time finally jumps out and scurries off; the elementally charged animal leaving no shocks or sparks behind. Perhaps it understood that she had saved it?

Estra discards Shock Lizard to explore her location.

Windswept Chasm Card 2: Malfunctioning Deathtrap

Malfunctioning Deathtrap:
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.

Estra places Honaire on top of her deck to add 1d6+2 to her Dexterity check.
Dexterity 5: 1d4 + 1d6 + 2 ⇒ (1) + (6) + 2 = 9 -> Malfunctioning Deathtrap defeated.

Suddenly an old magical ward is activated by her presence, and a jolt of electrical force arcs from the walls of the gulley towards Estra as she descends down a narrow path carved into the sides, threatening to burn her or blast her from the path and to likely death by the fall. Instead, however, Honaire appears in the jolt's path, taking the lightning on his shield easily and, with a swing of his spectral blade, severing the old wards and destroying the trap.

Estra ends her turn and resets her hand, revealing Byzantine Lexicon to increase her hand size to 7.

Estra wrote:

Hand: Byzantine Lexicon, Spear of the Watchful Guardian, Binder's Tome, Akhentepi's Armor, Honaire, Idorii, Cure,

Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes: Feel free to use Byzantine Lexicon, Idorii or Binder's Tome if you come to my location.

Let me know if you want me to save the Cure; otherwise I'll be using it on myself next turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3

Favored Card: Loot Ally Honaire
Hand Size 5 [X] 6
Proficient with: Light Armors
Powers:
At the end of your move step, you may examine the top card of your location deck. You may bury ([ ] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat check, you may draw a card.
[ ] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Dance of the Dead:
Dance of the Dead
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.


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

Random Monsters:
Monster 1
Spoiler:
Magma Spirit
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 2
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Monster 3
Spoiler:
Shock Toad
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 4
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Monster 5
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Random Barriers:
Barrier 1
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Barrier 2
Spoiler:
Stabbing Spear Staircase
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 3
Spoiler:
Malfunctioning Deathtrap
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 4
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 5
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Random Weapons:
Weapon 1
Spoiler:
Kopis
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 2
Spoiler:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Weapon 3
Spoiler:
Kukri
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 4
Spoiler:
Whip
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 5
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Random Spells:
Spell 1
Spoiler:
Cure
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.

Spell 2
Spoiler:
Cure
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 3
Spoiler:
Fireblade
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 4
Spoiler:
Unshakable Chill
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 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

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

Random Armors:
Armor 1
Spoiler:
Tussah Silk Coat
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 2
Spoiler:
Armored Kilt
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 3
Spoiler:
Armored Kilt
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 4
Spoiler:
Tussah Silk Coat
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 5
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Magnifying Glass
Item B

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 3
Spoiler:
Osirion History Guide
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 4
Spoiler:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

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

Item 5
Spoiler:
Holy Water Grenade
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.

Random Allies:
Ally 1
Spoiler:
Camel
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 2
Spoiler:
Terhk Fourwinds
Ally C

Traits
Half-Orc
Fighter

Check
Charisma
Diplomacy
7

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

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Shock Lizard
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 5
Spoiler:
Stone Weasel
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.

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

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 3
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Turn: 6 Skizza/Agent Eclipse

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Qualzar)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 2 (Turn 8 Cogsnap)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 9 Estra)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 4 (Turn 10 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 11 Qualzar)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 6 (Turn 12 Cogsnap)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 7 (Turn 13 Estra)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 8 (Turn 14 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 9 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 11 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 12 (Turn 18 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 13 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 14 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 15 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 16 (Turn 22 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 17 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 18 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 19 (Turn 25 Estra)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 20 (Turn 26 Skizza)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 21 (Turn 27 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 22 (Turn 28 Cogsnap)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 23 (Turn 29 Estra)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 24 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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

Thornscrub Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Thornscrub Card 2:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Thornscrub Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Thornscrub Card 4:
Vented Plate Mail
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.

Thornscrub Card 5:
Sand Creeper
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.

Thornscrub Card 6:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 8:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Thornscrub Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 10:
Wall Scythes
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.

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: Qualzar, Skizza

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

Howling Sands Card 1:
Sebti the Crocodile
Ally 1

Traits
Human
Cleric
Trigger

Check
Charisma
Diplomacy
Divine
9

Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Howling Sands Card 2:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

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

Howling Sands Card 3:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Howling Sands Card 4:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 5:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 6:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 7:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 8:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 10:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Estra
Notes: Alchemical Gas

Windswept Chasm Card 1:
Elemental Treaty
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.

Windswept Chasm Card 2:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 3:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Windswept Chasm Card 4:
Crocodile Skin Shield
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.

Windswept Chasm Card 5:
Bolas
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.

Windswept Chasm Card 6:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Windswept Chasm Card 7:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Spirit 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.

Windswept Chasm Card 8:
Hurtling Tiles Trap
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.

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:0 Al:0 Bl:0 ?:1
Located here: Cogsnap

Volcanic Vents Card 1:
Shock Elemental
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.

Volcanic Vents Card 2:
Kukri
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.

Volcanic Vents Card 3:
Crocodile Skin Armor
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.

Volcanic Vents Card 4:
Fire Hydra
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.

Volcanic Vents Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 6:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 7:
Clinging Venom
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.

Volcanic Vents Card 8:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

The Exchange

Deck Handler

Skizza follows skitters off into the dunes after the group has cleared out the obelisk. However he quickly runs into a woman dressed in the trappings of crocodiles that freezes him in place...he looks around to ask someone if he is having a heat stroke.

Explore Howling Sands Card 1: Sebti the Crocodile

Spoiler:

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.

Pausing to see if we want to burn anything to attempt an acquire.

The Exchange

Deck Handler

When no one is around to confirm that it isn't some woman-crocodile hybrid trying to eat him he decides to hide till they leave.

End Turn. Reset Hand.

Skizza wrote:

Hand: Scarab Buckler, Hand Cannon, Arquebus, Emerald of Dexterity,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Hand Cannon 2d6@another location.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Dance of the Dead:
Dance of the Dead
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.


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

Random Monsters:
Monster 1
Spoiler:
Magma Spirit
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 2
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Monster 3
Spoiler:
Shock Toad
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 4
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Monster 5
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Random Barriers:
Barrier 1
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Barrier 2
Spoiler:
Stabbing Spear Staircase
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 3
Spoiler:
Malfunctioning Deathtrap
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 4
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 5
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Random Weapons:
Weapon 1
Spoiler:
Kopis
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 2
Spoiler:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Weapon 3
Spoiler:
Kukri
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 4
Spoiler:
Whip
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 5
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Random Spells:
Spell 1
Spoiler:
Cure
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.

Spell 2
Spoiler:
Cure
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 3
Spoiler:
Fireblade
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 4
Spoiler:
Unshakable Chill
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 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

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

Random Armors:
Armor 1
Spoiler:
Tussah Silk Coat
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 2
Spoiler:
Armored Kilt
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 3
Spoiler:
Armored Kilt
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 4
Spoiler:
Tussah Silk Coat
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 5
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Magnifying Glass
Item B

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 3
Spoiler:
Osirion History Guide
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 4
Spoiler:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

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

Item 5
Spoiler:
Holy Water Grenade
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.

Random Allies:
Ally 1
Spoiler:
Camel
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.

Ally 2
Spoiler:
Terhk Fourwinds
Ally C

Traits
Half-Orc
Fighter

Check
Charisma
Diplomacy
7

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

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Porcupine
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 5
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

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

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

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Turn: 7 Qualzar/EmpTyger

Top of Blessing Discard Pile: Blessing of Horus

Top Blessing:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Cogsnap)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 2 (Turn 9 Estra)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 10 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 11 Qualzar)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 5 (Turn 12 Cogsnap)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 6 (Turn 13 Estra)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 7 (Turn 14 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 8 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 10 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 11 (Turn 18 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 12 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 13 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 14 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 15 (Turn 22 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 16 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 17 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 25 Estra)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 19 (Turn 26 Skizza)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 20 (Turn 27 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 21 (Turn 28 Cogsnap)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 22 (Turn 29 Estra)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 23 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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

Thornscrub Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Thornscrub Card 2:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Thornscrub Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Thornscrub Card 4:
Vented Plate Mail
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.

Thornscrub Card 5:
Sand Creeper
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.

Thornscrub Card 6:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 7:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 8:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Thornscrub Card 9:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 10:
Wall Scythes
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.

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: Qualzar

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:1 Bl:0 ?:1
Located here: Skizza

Howling Sands Card 1:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

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

Howling Sands Card 2:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Howling Sands Card 3:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 6:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 7:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 8:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 9:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Estra
Notes: Alchemical Gas

Windswept Chasm Card 1:
Elemental Treaty
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.

Windswept Chasm Card 2:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 3:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Windswept Chasm Card 4:
Crocodile Skin Shield
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.

Windswept Chasm Card 5:
Bolas
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.

Windswept Chasm Card 6:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Windswept Chasm Card 7:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Spirit 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.

Windswept Chasm Card 8:
Hurtling Tiles Trap
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.

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:0 Al:0 Bl:0 ?:1
Located here: Cogsnap

Volcanic Vents Card 1:
Shock Elemental
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.

Volcanic Vents Card 2:
Kukri
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.

Volcanic Vents Card 3:
Crocodile Skin Armor
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.

Volcanic Vents Card 4:
Fire Hydra
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.

Volcanic Vents Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 6:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 7:
Clinging Venom
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.

Volcanic Vents Card 8:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.


Male Gnome Sorcerer/Impeller Deck Handler

Moving to Thornscrub
Exploring Thornscrub 1: Toxic Geyser

Toxic Geyser:
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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


Recharging Tablet of Languages Lost and Sage
Wisdom 5+2*2 = 9: 1d6 + 1d6 + 3 ⇒ (5) + (5) + 3 = 13
Toxic Geyser is banished
Qualzar moved to the thornscrub. A sage was waving his hands, shouting something in Osirian. "Crazy old fool," thought the gnome. "What is he doing? Ranting about... hm..." The sorcerer got out his tablet and started translating. "...imminent... geyser... explosion. Oh." The gnome was able to back up just in time to avoid the cascade of sulfur.
Qualzar shook his head. "Crazy old fool. What is he doing? You don't want to *warn* people about traps."

Ending turn. Recharging hand

Qualzar wrote:

Hand: Lightning Touch, Mirror Image, Blessing of Pharasma B, Force Missile, Crow, Blessing of the Gods 2, Frost Ray,

Displayed:
Deck: 4 Discard: 4 Buried: 1
Notes:
Ask before using: Blessing of the Gods; Blessings of Pharasma (+1 die/+2 dice if a spell is used)
Can use without asking: Blessing if it would recharge

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) ([] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Flip blessings of the ancients
Cogsnap finishes up his work with the first vent and moves to the next one.
Explore, encounter shock elemental.

However, exploring the next vent he finds some variant Lightning elemental guarding it. Cogsnap absentmindedly tosses an acid flask at the problem while concerning himself with collecting fumes from the latest vent.
Vs dc 9+2 because no bludgeoning trait=11
1d8+1(dex)+2d6(Acid)+1d6(power)+1(ranged skill): 1d8 + 3d6 + 2 ⇒ (7) + (1, 1, 4) + 2 = 15
Elemental Dead, discarding Acid because of alchemist’s kit. Discard Dart to draw item from the box. Acquire Holy Water Grenade.

As the elemental writhes in pain and disappates, Cogsnap bottled up some liquid waste from the vents. ”Facinating! This water appears to have been naturally blessed by Gozrah! It might serve as some sort of holy water.”

Don’t have any means of exploring other than with my aspis ally, and I don’t want to use him up yet. End turn.

<Cogsnap> wrote:

Hand: Remove Curse, Holy water grenade-MM, Soul stimulant-MM, Clockwork Butterfly, Liquid Ice, Marianix Karn,

Displayed: Alchemist's Kit, Clockwork Spy,
Deck: 8 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
Dexterity d8 [x]+1 []+2 []+3
--Disable: Dex+3
--Ranged: Dex+1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3
--Arcane: Int +1
--Craft: Int +2
Wisdom: d6 []+1 []+2
Charisma d6 []+1 []+2

Hand Size: 6 []7 []8

Proficient: Light Armor, Weapons

Powers:
--When you would banish a card that has the alchemical trait for its power, you may ([]Discard it or) banish another card that has the alchemical or liquid trait.
--Add 1d6 to your ranged combat check that has the alchemical trait
--After you defeat a monster, you may discard([]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Estra starts her turn.
Estra buries Akhentepi's Armor due to the Alchemical Gas, then attempts to banish Alchemical Gas, placing Honaire on top of her discard pile to add 1d6+2 to her check to do so.

Constitution 7: 2d6 + 2 ⇒ (3, 5) + 2 = 10 -> Alchemical Gas banished.

Since a Cure has been requested, Estra moves to the Thornscrub, and examines the top card of the Thornscrub with her power.

Thornscrub Card 2: Geniekin (TRIGGER)

Geniekin:
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Estra summons and encounters Random Monster 1: Magma Spirit

Magma Spirit:
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 character at your location is dealt 1 Fire Damage.

Oh for the love of... this turn is going to be a headache, clearly, and I just had no choice but to bury the armor that I could've recharged to ignore this effect. Estra and Qualzar take 1 fire damage. Estra discards Byzantine Lexicon (damnit) to fire damage, and suffers the Curse of Withering (double-damnit) from the adventure power.
Estra reveals Spear of the Watchful Guardian for combat, recharges Idorii to add 1d4 and reveals Binder's Tome to add another 1d4. Because it's directly relevant; when assembling my dice Cogsnap recharges Remove Curse to banish Estra's Curse of Withering.

Combat 9: 3d4 + 1d6 + 1 ⇒ (1, 4, 1) + (5) + 1 = 12 -> Magma Spirit defeated, Estra draws a card (Honaire) for passing a combat check.

Estra chooses not to bury a card to encounter Geniekin. Estra reveals Cure to heal Qualzar.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 -> Qualzar shuffles 4 cards from his discard pile into his deck (after taking or preventing 1 fire damage).
Divine 8 (Recharge): 1d10 + 4 ⇒ (10) + 4 = 14 -> Cure recharged.

Estra takes her free exploration to encounter Geniekin.

Thornscrub Card 2: Geniekin

Estra reveals Spear of the Watchful Guardian for combat, places Honaire on top of her deck to add 1d6+2 to her check, and reveals Binder's Tome for an additional 1d4.
Combat 12: 2d4 + 1d6 + 1 + 1d6 + 2 ⇒ (4, 4) + (3) + 1 + (1) + 2 = 15 -> Geniekin defeated, Estra draws a card (Honaire) for passing a combat check.

Estra ends her turn and resets her hand. Flavour text may be edited in later if I get a chance.

Estra wrote:

Hand: Cure 2, Spear of the Watchful Guardian, Binder's Tome, Frigid Blast, Honaire, Sign of the Daughter,

Displayed:
Deck: 5 Discard: 5 Buried: 1
Notes: Okay, now THIS cure is going to myself during my next turn.

Qualzar is encouraged to make full use of Binder's Tome. A reminder that any unhelpful cards can be handed off to Estra to bolster her explorations.

Blessing (Sign of the Daughter) is free to use.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3

Favored Card: Loot Ally Honaire
Hand Size 5 [X] 6
Proficient with: Light Armors
Powers:
At the end of your move step, you may examine the top card of your location deck. You may bury ([ ] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat check, you may draw a card.
[ ] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.

Qualzar must take 1 fire damage, possibly be cursed, and then healed 4 cards.
Cogsnap must recharge Remove Curse (Thank you!).


Male Gnome Sorcerer/Impeller Deck Handler

(During Estra’s turn)
Mirror Image: 1d4 ⇒ 4
Fire damage is prevented. Curing 4 cards. Recharging Mirror Image, using Estra’s Binder’s Tome
Arcane 8: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14
Mirror Image is recharged
Qualzar, realizing his narrow escape, cast a mirror image spell to defend himself. Unfortunately, when Estra came over to cure him, she incorrectly went to an illusionary gnome- the same one that a magma spirit was stalking. In the end, Qualzar was healthy- but Estra was scorched.

Qualzar wrote:

Hand: Lightning Touch, Blessing of Pharasma B, Force Missile, Crow, Blessing of the Gods 2, Frost Ray,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes:
Ask before using: Blessing of the Gods; Blessings of Pharasma (+1 die/+2 dice if a spell is used)
Can use without asking: Blessing if it would recharge

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) ([] +2) and add the Attack, Magic, and Mental traits.  This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from).  This counts as playing a spell that has the Arcane and Mental traits.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Flavour for last turn.

Sensing Qualzar experiencing the toll of his mental magic, Estra pauses in her expedition into the odd chasm, returning and following the threads of his lifeforce to his location; her awareness of his spiritual trails heightened by their time spent together. She travels through the dunes and into an area overtaken by hostile, sharp-edged plants and broken earth.

Before she catches sight of the gnome, however, she somehow disturbs some Janni - a half-Djinn - who insists that Estra is bringing unwelcome presences into her domain. Estra realises the Janni can sense the spirits that cling to her presence, and she promises that they will cause no harm and will not interfere with the land. But the Geniekin appears too enraged to listen, and summons a being of pure flame to attack Estra, apparently seeing no difference between a Spiritualist and Necromancer.

Estra is forced to fight the two of them off with Honaire's help, but she merely inflicts minor wounds to the Janni and is able to render her unconscious with a magical blast to the mind. Cruel to outsiders or not; she was still at least partially mortal, and not an evil one.

The fight wore down on Estra's body and mind, though, but with Honaire's help she's guided forward until she meets with Qualzar, preparing healing magics for them both as she assists him in his search of the area.


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Dance of the Dead:
Dance of the Dead
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.


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

Random Monsters:
Monster 1
Spoiler:
Blasphemous Priest
Monster C

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Monster 2
Spoiler:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Monster 3
Spoiler:
Brain Ooze
Monster 2

Traits
Ooze
Electricity
Elite

Check
Combat
12

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

Monster 4
Spoiler:
Skeletal Jackal
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 5
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Random Barriers:
Barrier 1
Spoiler:
Trapped Locker
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 2
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 3
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 4
Spoiler:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a 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.

Barrier 5
Spoiler:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Random Weapons:
Weapon 1
Spoiler:
Explorer's Staff
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 2
Spoiler:
Khopesh
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 3
Spoiler:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Weapon 4
Spoiler:
Sling Staff
Weapon B

Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite

Check
Dexterity
Ranged
8

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

Weapon 5
Spoiler:
Khopesh
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.

Random Spells:
Spell 1
Spoiler:
Cure
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 2
Spoiler:
Unshakable Chill
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 3
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 4
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Spell 5
Spoiler:
Cure
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.

Random Armors:
Armor 1
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Armor 2
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Armor 3
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

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

Armor 4
Spoiler:
Tussah Silk Coat
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 5
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

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

Traits
Accessory
Magic
Mummy

Check
Wisdom
Divine
7

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

Item 2
Spoiler:
Canteen
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 3
Spoiler:
Osirion History Guide
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 4
Spoiler:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

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

Item 5
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Random Allies:
Ally 1
Spoiler:
Ptemenib
Ally 2

Traits
Human
Cleric

Check
Charisma
Diplomacy
Divine
8

Powers
Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

Ally 2
Spoiler:
Porcupine
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.

Ally 3
Spoiler:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

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

Ally 5
Spoiler:
Porcupine
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.

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Turn: 10 Skizza/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Qualzar)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 2 (Turn 12 Cogsnap)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 3 (Turn 13 Estra)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 4 (Turn 14 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 5 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 7 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 8 (Turn 18 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 9 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 10 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 11 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 12 (Turn 22 Skizza)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 13 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 14 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 16 (Turn 26 Skizza)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 17 (Turn 27 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 28 Cogsnap)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 19 (Turn 29 Estra)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 20 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Qualzar, Estra

Thornscrub Card 1:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Thornscrub Card 2:
Vented Plate Mail
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.

Thornscrub Card 3:
Sand Creeper
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.

Thornscrub Card 4:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 6:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Thornscrub Card 7:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 8:
Wall Scythes
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.

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

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:1 Bl:0 ?:1
Located here: Skizza

Howling Sands Card 1:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

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

Howling Sands Card 2:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Howling Sands Card 3:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 5:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 6:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 7:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 8:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 9:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Notes:

Windswept Chasm Card 1:
Elemental Treaty
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.

Windswept Chasm Card 2:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 3:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Windswept Chasm Card 4:
Crocodile Skin Shield
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.

Windswept Chasm Card 5:
Bolas
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.

Windswept Chasm Card 6:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Windswept Chasm Card 7:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Spirit 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.

Windswept Chasm Card 8:
Hurtling Tiles Trap
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.

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:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap

Volcanic Vents Card 1:
Kukri
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.

Volcanic Vents Card 2:
Crocodile Skin Armor
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.

Volcanic Vents Card 3:
Fire Hydra
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.

Volcanic Vents Card 4:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 5:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 6:
Clinging Venom
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.

Volcanic Vents Card 7:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

The Exchange

Deck Handler

Explore Card 1: Embalming Fluid

Spoiler:

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.


Craft 7: 1d10 + 1 + 1 ⇒ (1) + 1 + 1 = 3 Wow a 1...okay.

Discard Jinx Eater to Explore Card 2: Acid Mantis

Spoiler:

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.


Hand Cannon.
Combat 9: 1d10 + 1 + 2 + 2d6 ⇒ (5) + 1 + 2 + (1, 3) = 12
Jam: 1d12 ⇒ 7 Put on top with power.
End Turn. Reset Hand.

Skizza wrote:

Hand: Scarab Buckler, Hand Cannon, Blessing of Alkenstar, Emerald of Dexterity,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Hand Cannon 2d6@another location.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Male Gnome Sorcerer/Impeller Deck Handler

Giving Blessing of Pharasma to Estra

Blessing of Pharasma:
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.
Divine / Pharasma

Estra actually seemed a little worse for wear. The gnome rummaged through his backpack and pulled out a holy symbol of Pharasma, which he offered to the occultist. "Scavenged it from that temple before. It might be good for illusory healing?"

Exploring Thornscrub 1: Staff of Minor Healing

Staff of Minor Healing:
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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


Recharging Crow
Wisdom 7: 1d6 + 1d6 ⇒ (2) + (4) = 6
Staff of Minor Healing is banished
Qualzar wasn't sure how adept Estra was in the noble gnomish craft of illusory healing, so he tried to explain. The sorcerer picked up a branch and pointed to a crow in the brush. "Be cured, bird, and fly strong!" The wood began glowing a radiant blue, and as sorcerer swung the staff at the crow, the bird quickly flew away. Qualzar proudly pointed to how the non-injured crow was "healed" by the not-actually-a-staff-of-healing. "See, illusory healing!"

Discarding Blessing of the Gods as Blessing of Nethys to examine Thornscrub 2, Thornscrub 3.

Thornscrub 2: Vented Plate Mail:
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.


Thornscrub 3: Sand Creeper:
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.


Triggering Sand Creeper
Perception 8: 1d6 + 2 ⇒ (1) + 2 = 3
Encountering Sand Creeper. Recharging Lightning Touch. Using Force Missile, and Estra's Binder's Tome
Combat 9: 1d10 + 3 + 2d4 + 1d4 ⇒ (4) + 3 + (4, 2) + (4) = 17
Sand Creeper is banished. Recharging Force Missile, using Estra's Binder's Tome
Arcane 6: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14
Force Missile is recharged
Leaving the human, Qualzar continued to explore. He went to examine an abandoned suit of armor, not noticing the irregular terrain until the creeper burst out right beside him. The shower of sand discharged the sorcerer's initial lightning touch, but a force missile destroyed the elemental. "Quicksand, sand creatures. Maybe should have kept that druid around longer."

Exploring Thornscrub 2: Vented Plate Mail
Qualzar cannot make a CON/Fortitude 9 check. Vented Plate Mail is banished

Qualzar finally examined the armor. "Could use a few more vents," the gnome giggled. He set to work crafting some additional tears in the plate, then disguised those openings with illusion magic, so that the eventual wearer would not notice the new vulnerabilities.

Ending turn. Resetting hand.
At the start of Cogsnap's turn, recharging Surgeon to cure Blessing of the Gods
Qualzar called over to his surgeon to check his wound. The surgeon had been with the sorcerer long enough by now to know it was easier to simply change the bandage than try to explain that the undead dancers hadn't done any actual damage to the gnome.

Qualzar wrote:

Hand: Elven Chain Shirt, Blessing of Pharasma 1, Sage, Surgeon, Tablet of Languages Lost, Crown of Charisma, Frost Ray,

Displayed:
Deck: 8 6 Discard: 0 1 Buried: 1
Notes:
Ask before using: Blessings of Pharasma (+1 die/+2 dice if a spell is used)
Can use without asking: Blessing if it would recharge

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) ([] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Time moves on, flipping Blessing of Thoth
Having concluded his experiments on this latest vent, Cogsnap moves to the next one. He finds a Kukri lying partially in on of the vents.

Free Explore-> Encounter Kukri

Kukri:
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.

"Hey Karn, help me with this will you?" He asks the Aspis ally, as they try to retreve the dagger without scalding themselves.
D6(Strength)+1(Marianix Karn revealed): 1d6 + 1 ⇒ (6) + 1 = 7
Retrieved.

Successfully Getting the dagger, Cogsnap sets to work analyzing the vent while he pulls out a Clockwork Butterfly to scout for more interesting readings.
Recharge Clockwork butterfly to examine top card. If it's an ally or blessing, encounter it. Examined-Crocodile skin armor.

The Butterfly comes back with readings that it found some armor out in the field, but nothing worth getting worked up over. He'll get to it in a second.

I like keeping Karn because he gives a blanket +1 to all attempts to acquire boons, but if you guys want me to ditch him to explore, let me know. Otherwise I'll end my turn and reset my hand.
We've had some pretty slow explores and I'm not getting my blessings, so maybe it's time to go more hog wild with the exploring.

<Cogsnap> wrote:

Hand: Marianix Karn, Holy water grenade-MM, Soul stimulant-MM, Kukri-MM, Liquid Ice, Alchemist's Fire-Beta,

Displayed: Alchemist's Kit, Clockwork Spy,
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
Dexterity d8 [x]+1 []+2 []+3
--Disable: Dex+3
--Ranged: Dex+1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3
--Arcane: Int +1
--Craft: Int +2
Wisdom: d6 []+1 []+2
Charisma d6 []+1 []+2

Hand Size: 6 []7 []8

Proficient: Light Armor, Weapons

Powers:
--When you would banish a card that has the alchemical trait for its power, you may ([]Discard it or) banish another card that has the alchemical or liquid trait.
--Add 1d6 to your ranged combat check that has the alchemical trait
--After you defeat a monster, you may discard([]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

I don't think there's any particular need for you to explore any faster, Cogsnap. I would have been tempted to discard the Kukri, however, since you've got effectively 4 combat grenades in hand (More realistically 3, since I doubt you'd want to banish the Soul Stimulant) and you can draw more from passing combat.

But either way, you're well equipped for all kinds of challenges and well suited to curing us of Curses, so I'm happy at the slow going until/unless the timer becomes more of an issue later. Saving your cards now gives you more chances to get aggressive with the discard-to-explores later.

Off turn: Estra accepts Blessing of Pharasma from Qualzar.

Estra starts her turn.
Blessing of Horus discarded from the Blessings deck.
Estra hands Blessing of Pharasma back to Qualzar.

Estra just mutters in disapproval at Qualzar's less-than-impressive 'illusory healing'. After speaking a word of prayer to demonstrate that she means no disrespect to the Lady of Graves, Estra returns the holy symbol to Qualzar and, confident that he was restored to health with her quiet healing magic, returns to trek across the dunes to the mysterious chasm she found earlier.

Estra moves back to the Windswept Chasm, and examines the top card of the location deck with her power.

Windswept Chasm Card 1: Elemental Treaty

Estra chooses not to bury a card. Estra reveals Cure to heal herself.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Nice! Estra shuffles all 5 cards from her discard pile into her deck. Recharge pile cleared!
Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 -> Cure discarded.
Estra takes her free exploration to encounter the Elemental Treaty.

Elemental Treaty:
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.

Elemental Treaty is automatically acquired (Wisdom = 1d10+4). I'll hang onto it so I can bury it for an encounter with my power next turn.

Estra frowns as she delves further into the chasm, noticing an odd field of magic. Wiping away some dirt along the edge of the chasm by the path down, she notices magical symbols inscribed under the top layer of sand and grit. She recognizes them as magical wards, suppressing the elements. She cross-references them with her book of wards and magical bindings, and appends some notes in the tome, understanding their practical use better as a result.

Estra discards Sign of the Daughter to explore her location.

Windswept Chasm Card 2: Pairaka

Pairaka:
Henchman Monster 2
Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

One of the mysterious 'dancers' meets Estra on the path, and Estra recoils in horror as she recognises it up close as a disguised Pairaka!

So much for holding onto the Elemental Treaty, oh well. Estra sets aside Frigid Blast for combat, places Honaire on top of her deck to add an additional 1d6+2 to her combat check, and reveals Binder's Tome for another 1d4.
Combat (Divine): 1d10 + 4 + 2d4 + 1d6 + 2 + 1d4 ⇒ (8) + 4 + (4, 3) + (2) + 2 + (4) = 27 -> Pairaka is defeated, and Estra chooses NOT to draw a card by passing combat.
Divine (Recharge): 1d10 + 4 ⇒ (9) + 4 = 13 -> Frigid Blast recharged.

Estra cancels the magical wards in the area with the command word she'd deciphered, then blasts the div with a powerful blast of frost whilst it still believes itself protected from the elements. The sultry outsider shows the briefest moment of shock, before the powerful magic throws her from the path, covering much of her body in a layer of frost as she falls to her death with a scream.

After Estra acts, she suffers a scourge...
Scourge Table: 1d6 ⇒ 5 -> Estra suffers Curse of the Ravenous.
Estra closes the Windswept Chasm by discarding her hand, then draws 1d4-1 cards from her discard pile.
Windswept Chasm: 1d4 - 1 ⇒ (3) - 1 = 2 -> Estra draws Spear of the Watchful Guardian, Binder's Tome and Cure from her discard pile.

As the div falls, she screeches out a curse that awakens an awful, ravenous hunger inside the spiritualist, who grips at her stomach whilst she tries to either shake the magic off or at least distract herself. Either way, she'll survive; and that's one less monster to worry about.

I'll give Cogsnap the chance to cure my Curse of the Ravenous (with his Soul Stimulant, or more accurately his Holy Water Grenade, I presume) before I end my turn. I don't necessarily think I need the Curse cured, especially since every Henchmen leads to curses and Estra can heal herself effectively before the Curse is a huge problem. I just don't want to Cure myself now because I'd shuffle Honaire away, potentially.
But if Cogsnap thinks curing the curse is worth his card (or if he was planning on getting rid of the card anyway), then I'll accept the Curse removal.

If Cogsnap does not cure Estra's Curse:
Curse of the Ravenous: 1d4 ⇒ 3 -> Estra buries Elemental Treaty from her discard pile.

Estra ends her turn and resets her hand. Her Deck Handler summary has not been updated for Curse of the Ravenous' roll until Cogsnap chooses whether to use his curse removal or save it.

Estra wrote:

Hand: Spear of the Watchful Guardian, Binder's Tome, Cure 2, Byzantine Lexicon, Honaire, Sign of the Thrush,

Displayed: Curse of the Ravenous,
Deck: 9 Discard: 2 Buried: 1
Notes: Sign of the Thrush is free to use, and recharges against allies. If a player wants a Cure, let me know and I'll come to your location next.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3

Favored Card: Loot Ally Honaire
Hand Size 5 [X] 6
Proficient with: Light Armors
Powers:
At the end of your move step, you may examine the top card of your location deck. You may bury ([ ] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat check, you may draw a card.
[ ] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Meanwhile
Struck with a random insight at his volcanic vent, Cogsnap pours a tiny bit of the soul stimulant into the holy water grenade he crafted and throws it into the vent. It explodes into a plume of mist.

”Ah! aerosolized remove curse! That should carry on the wind for a good while and remove the curse of any nice old ladies it comes in contact with. Speaking of nice old ladies, I wonder how Estra is doing. . .

Banish holy water grenade in place of Soul Stimulant, remove Estra’s curse.

<Cogsnap> wrote:

Hand: Marianix Karn, Soul stimulant-MM, Kukri-MM, Liquid Ice, Alchemist's Fire-Beta,

Displayed: Alchemist's Kit, Clockwork Spy,
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
Dexterity d8 [x]+1 []+2 []+3
--Disable: Dex+3
--Ranged: Dex+1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3
--Arcane: Int +1
--Craft: Int +2
Wisdom: d6 []+1 []+2
Charisma d6 []+1 []+2

Hand Size: 6 []7 []8

Proficient: Light Armor, Weapons

Powers:
--When you would banish a card that has the alchemical trait for its power, you may ([]Discard it or) banish another card that has the alchemical or liquid trait.
--Add 1d6 to your ranged combat check that has the alchemical trait
--After you defeat a monster, you may discard([]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4

Hehe.

Estra's hungers... subside? What is that bizarre aroma in the air? It smells like singed hair and moldy bread.

Great, now she's at risk of losing her previous lunch rather than hungering for a second one...

Estra is cured of Curse of the Ravenous, thanks Cogsnap!

Estra wrote:

Hand: Spear of the Watchful Guardian, Binder's Tome, Cure 2, Byzantine Lexicon, Honaire, Sign of the Thrush,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Notes: Sign of the Thrush is free to use, and recharges against allies. If a player wants a Cure, let me know and I'll come to your location next.
Sideboard cards:


During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.
To win the scenario, close all of the locations.

Dance of the Dead:
Dance of the Dead
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.


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

Random Monsters:
Monster 1
Spoiler:
Skeletal Jackal
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 2
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Monster 3
Spoiler:
Yellow Jelly
Monster C

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 4
Spoiler:
Quicksand Bunyip
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.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Random Barriers:
Barrier 1
Spoiler:
Falling Rubble
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.

Barrier 2
Spoiler:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Barrier 3
Spoiler:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 4
Spoiler:
Collapsing Scaffolding
Barrier C

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Barrier 5
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Random Weapons:
Weapon 1
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 2
Spoiler:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

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

Weapon 3
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 4
Spoiler:
Bolas
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 5
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Random Spells:
Spell 1
Spoiler:
Deathgrip
Spell 2

Traits
Magic
Arcane
Divine
Attack
Cold
Undead

Check
Intelligene
Arcane
Wisdom
Divine
8

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

Spell 2
Spoiler:
Locate Object
Spell 1

Traits
Magic
Acrance
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 3
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

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

Spell 4
Spoiler:
Fireblade
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 5
Spoiler:
Immolate
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.

Random Armors:
Armor 1
Spoiler:
Alchemist's Shield
Armor 2

Traits
Shield Offhand

Check
Constitution
Fortitude
Craft
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

Powers
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Armor 5
Spoiler:
Crocodile Skin Armor
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.

Random Items:
Item 1
Spoiler:
Twitch Tonic
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
6

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

Item 2
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 3
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Item 4
Spoiler:
Acid Flask
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 5
Spoiler:
Magnifying Glass
Item B

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.

Random Allies:
Ally 1
Spoiler:
Embalmer
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 2
Spoiler:
Khelru
Ally 1

Traits
Human
Cleric

Check
Knowledge
Divine
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Cleric of Nethys
Ally 2

Traits
Human
Cleric

Check
Charisma
Diplomacy
Divine
Knowledge
9

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

Ally 4
Spoiler:
Tomb Raider
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 5
Spoiler:
Pahmet Clansman
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.

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 4
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Turn: 14 Skizza/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Wadjet

Top Blessing:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Qualzar)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 16 Cogsnap)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 3 (Turn 17 Estra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

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

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 5 (Turn 19 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 6 (Turn 20 Cogsnap)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 7 (Turn 21 Estra)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

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

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 9 (Turn 23 Qualzar)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 10 (Turn 24 Cogsnap)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 25 Estra)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

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

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 28 Cogsnap)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 15 (Turn 29 Estra)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 16 (Turn 30 Skizza)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

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:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Qualzar

Thornscrub Card 1:
Death Hound
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 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Thornscrub Card 2:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 3:
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.

Thornscrub Card 4:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Thornscrub Card 5:
Wall Scythes
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.

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

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:2 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Skizza

Howling Sands Card 1:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Howling Sands Card 2:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Howling Sands Card 3:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 4:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Howling Sands Card 5:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

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

Howling Sands Card 6:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Howling Sands Card 7:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Windswept Chasm
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: Estra
Notes:

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:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap

Volcanic Vents Card 1 - Crocodile Skin Armor:
Crocodile Skin Armor
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.

Volcanic Vents Card 2:
Fire Hydra
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.

Volcanic Vents Card 3:
Pairaka
Henchman Monster 2

Traits
Trigger
Curse
Outsider

Check
Combat
13
OR
Divine
9

Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 4:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Volcanic Vents Card 5:
Clinging Venom
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.

Volcanic Vents Card 6:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

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