[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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The Exchange

Deck Handler

Move to Windswept Chasm (I would need two perfect rolls with a blessing to encounter her).

Will use a dice to decide according to current card numbers minus Roc. Rolling Sphere will be the last card.

Explore Card 1d7 ⇒ 1: Guardian Scroll.

Spoiler:

Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
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.

Discard Dragon Pistol +1[/dice]
Combat 11: 1d10 + 2 + 2 + 1d6 + 1 + 2d6 ⇒ (1) + 2 + 2 + (4) + 1 + (4, 3) = 17 [ooc]Defeated!

Discard Master Gunner to Explore Card 1d6 ⇒ 2: Blessing of Isis

Spoiler:

Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Discard Sign of The Thrush and Recharge Estra's Sign of The Pack.
Craft 11: 1d10 + 1 + 1 + 1d10 + 1d10 ⇒ (4) + 1 + 1 + (4) + (1) = 11 Acquired! Barely!

With chances of running into something pleasant I will stop my turn here so Blessing of Isis will be available for the villain.

End Turn. Reset Hand.

Skizza wrote:

Hand: Crocodile Skin Armor, Game of Afterlife, Wheellock Pistol, Blessing of Isis, Hand Cannon, Tetisurah,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Hand Cannon to add 2d6 to combat at another location for villain. Blessing of Isis for 1 die/2 die on Intelligence checks for villain.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 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. ([X] 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.)

Can assist with villain using hand cannon and blessing.


Male Gnome Sorcerer/Impeller Deck Handler

Ending turn. Resetting hand
Qualzar was too busy continuing his experiments at the Towering Obelisk to concern himself with Jamirah. The slippery lamia could wait.

Qualzar wrote:

Hand: Chain Lightning 1, Headband of Alluring Charisma, Tablet of Languages Lost, Swipe, Elven Chain Shirt, Good Omen, Chain Lightning 2,

Displayed: Elemental Treaty,
Deck: 3 Discard: 7 Buried: 1
Notes: Elemental Treaty (-1 Acid/Cold/Electricity/Fire/Poison damage) at Shifting Dunes.
Ask before using: Swipe (-3 to Combat difficulty); Good Omen (+4 to acquire/close)
Can use without asking: Good Omen for closing or Boon 3; Swipe for villain

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 [X] +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 ([X] +1) ([X] +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.

Die bumps: 2


During This Adventure: •The scourge die is 1d6+1.
•When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: •After creating the blessings deck, shuffle 6 Sandstorm villains into it.
•Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.
Additional Rules:

Forgotten Pharaoh Cultists:

Henchman B
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from

Turn: 26, Cogsnap/VampByDay
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Carrion Golem
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Spoiler:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Spoiler:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Barriers
Spoiler:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Spoiler:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
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.

Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Spoiler:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Spoiler:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Weapons
Spoiler:
Dagger of Doubling
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spoiler:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Spoiler:
Greatclub +1
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Javelin of Lightning
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10
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.

Spoiler:
Corrosive Dagger +1
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spells
Spoiler:
Acute Senses
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Mistform
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Lightning Bolt
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

Armors
Spoiler:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Spoiler:
Shield Cloak
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
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.

Spoiler:
Shield of Fire Resistance
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Khamsin Coat
Armor 3
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Mistmail
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Spoiler:
Embalming Fluid
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
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.

Spoiler:
Feather of Maat
Item B
Traits:
Object
Magic
Maat To Acquire:
Constitution
Knowledge
Divine 5
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.

Spoiler:
Deliquescent Gloves
Item 3
Traits:
Accessory
Alchemical
Acid To Acquire:
Dexterity
Intelligence
Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Spoiler:
Bird Feather Tokens
Item 3
Traits:
Object
Magic To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

Allies
Spoiler:
Reed Moccasin
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Pard
Ally B
Traits:
Animal To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Spoiler:
Dredge
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.

Spoiler:
Sebti the Crocodile
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Spoiler:
Clockwork Menial
Ally 3
Traits:
Automaton To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Spoiler:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of the Elements:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Remaining: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 4 /
Sandstorm
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
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.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 5 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/VampByDay, Qualzar/EmpTyger, Location Includes: Chain Lightning

Shifting Dunes Card 1 (Jamirah):
Jamirah
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.

Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Estra/Yewstance, Skizza/agent_eclipse, Lightning Storm Elemental Treaty (Estra) Elemental Treaty (Estra)

Windswept Chasm Card 1:
Rolling Sphere
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
NONE
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check. Any character that fails the check must bury her hand. If your check succeeds, you may explore your location.
After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated.

Windswept Chasm Card 2:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

Windswept Chasm Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Windswept Chasm Card 4:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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.

Windswept Chasm Card 5 (Sandstorm Roc):
Sandstorm Roc
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Sulfur Pits
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Start of turn, explore-Oh look, it's the boss! Estra discards her hand to temp-close the location.

Knowing that they've cornered the boss, Cogsnap (alone, for some reason?) walks in. The lamia blasts him with with a gust of wind to blow him away.
Use my blessing as well as Skizza's
DC8 vs. 1d6(str)+2d6(2 blessings): 3d6 ⇒ (2, 5, 4) = 11
Success
With the prayers of his friends, he manages to power through the wind and get close to her, then lobs an alchemist's fire at her.
Throw alchemist's fire, Qualzar casts swipe,
combat 1815 vs. (1d8+2)+2d6(Alchemist's fire)+1d6(bonus from power): 1d8 + 3d6 + 2 ⇒ (5) + (3, 2, 6) + 2 = 18
[ooc]success? And we all draw cards?

The flask flies through the air, and just as the Lamia looks like she is ready to deflect it, Qualzar's magic deflects her hand and the flask hits her full on.

Also recharge a random card to get an item: Alchemist's Kit


  The lamia will prey on travelers here no more. With her defeat, the alchemists come to their senses. Alhaman sheepishly offers you potions to recover from the battle.
  At this point, you can hardly turn them down.
  “Thank you, friends,” he says. “I hope these tonics ease your wounds, and once we can harvest reagents from these mountains, we shall be able to produce even stronger medicines. Come, the thriae hive lies just over the next pass.”


Scenario Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Sun Falcon Pectoral and 1 character may temporarily replace 1 item in his deck with the item Potion of Healing. At the end of each scenario, return the items to the game box.
For the rest of the Adventure Path, when you would banish the item Potion of Healing for its power, you may bury it instead.

Upgrade Pool
Kafar (Ally B)
Basif Iosep (Ally 2)
Azaz Arafe and Zazu (Ally 1)

Blessing of Maat (Blessing 2)
Blessing of Isis (Blessing 3)
Blessing of Isis (Blessing 3)
Blessing of the Ancients (Blessing B)

Alchemist's Kit (Item B)
Djinn Favor Amulet (Item 1)
Mummified Cat (Item 1)
Soul Stimulant (Item 2)

Chain Lightning (Spell 3)
Chain Lightning (Spell 3)
Holy Light (Spell B)
Find Traps (Spell B)

Frost Sling +1 (Weapon 1)

Silver Crusade

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

Nice work! My full upgrades will be listed in a later post, but a reminder that Estra chooses to Tier-Up early at this point in time. She will also be crossing off her Society Initiate boon to gain a Card Feat.

I probably don't need to include the Potion of Healing text, but here's the card text for Sun Falcon Pectoral; a very impressive little item.
I've also added both Loot cards to the Loot List spreadsheet.

Sun Falcon Pectoral:
Loot
Item 3

Traits
Accessory
Magic

Powers
Recharge this card to explore your location.
If the top card of the blessings discard pile has the Basic or Fire trait, bury this card to add 2d6 to your combat check; add an additional 2d6 if the bane has the Undead trait.

Estra would like one of the Spell 3s, and would like to take Neferekhu into some/most future scenarios.

Silver Crusade

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

From completing her 4th scenario for Tier 3, Estra earns a Card Feat, and checks off...
Spell: [X] 6

Estra chooses to Tier Up to Tier 4 early, which causes her to gain a Role card and a Power Feat.
Estra picks the Spiritual Counselor Role Card, and checks off the power...
[X] Gain the skill Diplomacy: Charisma +3.

Estra crosses off her Society Initiate Player Boon, earned as the Welcome to Pathfinder Reward, to gain a Card Feat, checking off...
Ally: [X] 5

I actually won't take a Spell upgrade, as the one I want most is actually a deck B one right now, which will be filled into my empty slot if I don't take a Spell upgrade.
Estra's card upgrade preferences are as follows...

  • Blessing 3: Switching Sign of the Pack for Blessing of Qi Zhong (Ultimate Magic) Blessing 3: 1d1000 ⇒ 857

    Estra fills her empty Spell Slot with Charm Person (Occult Adventures 1).
    Estra fills her empty Ally Slot with Mindblade (Occult Adventures 1).

    Card Texts are below.

    Blessing of Qi Zhong:
    Traits
    Divine
    Qi Zhong
    Healing

    Powers
    Discard this card to add 1 die to any check.

    Reveal this card to shuffle a random card from your discard pile into your deck, then discard this card, then explore your location.

    After you play this card, if the top card of the blessings discard pile lists Wisdom in its check to acquire, recharge this card instead of discarding it.

    Charm Person:
    Traits
    Magic
    Arcane
    Mental

    Powers
    Bury this card to draw a random ally that has the Human trait from the box.

    After playing this card, if you do not have the Arcane skill, banish it.

    Mindblade:
    Traits
    Dwarf
    Magus

    Powers
    For your combat check, discard this card to use your Melee or Perception skill + 1d12. If you would fail the check, reroll the dice; take the new result.

    Discard this card to explore your location. During this exploration, if you would fail a combat check, reroll the dice; take the new result.

    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 [X] +1 [ ] +2 [ ] +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors
    Powers:
    At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] 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 ([ ] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
    [X] 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.
    [ ] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
    [X] *Gain the skill Diplomacy: Charisma +3.
    [ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

    PLAYER REWARDS:

    Spoiler:

    [ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)
    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

    Die Bumps remaining: 2


  • Male Gnome Sorcerer/Impeller Deck Handler

    Gaining Card Feat: 3 items (taking Item 1 Wand of Shield).
    Upgrading Spell 1 Good Omen into Spell 3 Scrying.

    The alchemists and Qualzar compared research findings. "Interesting... repeatable force energy... quite interesting..." Qualzar alternated between forming circles of force energy and copying copied manuscripts. But at last, the time had come to continue on the mission. The gnome instilled force energy into a metallic wand to take with him, while leaving behind a charm that he could use to scry on any further findings.

    The Exchange

    Deck Handler

    Gaining Card Feat: Blessing.
    Reward: Blessing 3 (#2): Blessing of Shizuru.


    3-3E: UP IN FLAMES
    Up in Flames presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read the text below before setting up, then choose to support either the alchemists or the thriae. If you support the alchemists, use this scenario card. If you support the thriae, use the scenario card Up in Flames—Thriae. (When replaying, you may earn the reward for each card once, but must choose a different RPG character for each reward.)

      The thriae live in a towering complex, with many of the structures accessible only by flight or by a strong climber. A host of guards flies out to intercept you, but upon seeing a scroll tube stamped with the sage Mnesoset’s cartouche, they put away their spears and motion for you to accompany them to the hive.
      An elegant thriae seer awaits. “Countless queens have reigned since last we saw the mark of the Spinel Sage Mnesoset outside of our hive. When Osirion fell under foreign rule, she asked that we keep her possessions safe while she awoke a great army to the west to reclaim her homeland. We have honored that request and honor you, but you travel with thieves and scoundrels who have stolen our merope!” You look to Alhaman with shock, remembering merope is the magical honey thriae produce. Your guide flashes you a knowing grin as he throws an explosive toward the ground that engulfs the area in smoke.
      “Help us overwhelm the guards, Pathfinders!” he shouts as his comrades begin clambering up the cliff to loot the hive. “We can recover your documents in the process!” As the smoke clears, you find yourself facing angry thriae who seem as likely to skewer you as they would the alchemists! What do you do: Assist the alchemists of the Hidden Flame or try to stop them
    to gain the favor of the thriae?

    3-3E: UP IN FLAMES—ALCHEMISTS
    VILLAIN

    Zizzira:

    Villain 3
    Type: Monster
    Traits: Trigger Thriae Oracle Poison
    To Defeat: Charisma Diplomacy 12 OR Combat 17
    When you examine this card, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Solider. Zizzira is immune to the Poison trait. All damage dealt by Zizzira is Poison damage.
    Before you act, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Soldier.
    If defeated, before closing Zizzira's location, search it for the henchman Stolen Larvae and draw any you find, then banish Zizzira.

    HENCHMEN

    Xerippe:

    Henchman 3
    Type: Monster
    Traits: Thriae Soldier
    To Defeat: Combat 18
    Xerippe is immune to the Poison trait. All damage dealt by Xerippe is Poison damage.
    If you reveal the henchman Stolen Larvae, you may evade Xerippe.
    Before you act, each character at your location that does not reveal Stolen Larvae summons and encounters the henchman Thriae Soldier.

    Thriae Constructor:

    Henchman 3
    Type: Monster
    Traits: Thriae
    To Defeat: Strength Dexterity Acrobatics 6 THEN Combat 17
    The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    DURING THIS SCENARIO
    •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •You win the scenario only when all of the Stolen Larvae are in characters’ hands. (You do not have to defeat and corner the villain.)

    PLAYERS LOCATIONS
    1-6 PRECIOUS MINE
    1-6 STONEWORK PASSAGES
    1-6 THRIAE HIVE

    REWARD
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense.At the end of each scenario, return the loot to the game box.
    Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase potions of cure serious wounds as though their market price were 500 gp.

    3-3E: UP IN FLAMES—THRIAE
    VILLAIN

    Alhaman Ulak:

    Villain 3
    Type: Monster
    Traits: Alchemist Human
    To Defeat: Combat 17 OR Arcane 12
    Before you act, succeed at a Constitution, Fortitude, Wisdom, or Perception 9 check or the difficulty to defeat is increased by 1d12.
    If undefeated, draw 3 cards, then bury 1 card, discard 1 card, and recharge 1 card.

    HENCHMEN

    Hidden Flame Alchemist:

    Henchman 3
    Type: Monster
    Traits: Alchemist Human
    To Defeat: Combat 15
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4-1 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Conflagration:

    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage.
    When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    DURING THIS SCENARIO
    •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •Add 1d8 to non-combat checks against monsters that have the Thriae trait.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •When you defeat a Conflagration, you may immediately attempt to close the location it came from or is displayed next to.

    PLAYERS LOCATIONS
    1-6 PRECIOUS MINE
    1-6 STONEWORK PASSAGES
    1-6 THRIAE HIVE

    REWARD
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense. At the end of each scenario, return the loot to the game box.
    Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase scrolls of augury as though their market price were 100 gp.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Cogsnap looks at the alchemists with a look of disdain on his face.
    ”You-you give alchemists a bad name! People think we’re bomb-crazed lunatics as it is! We don’t need to add thieves to the accusations!”
    I vote against siding with thieves.

    Silver Crusade

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

    Estra hacks and coughs as the smoke clears, Honaire materializing at her side, weapon drawn. Estra waves her cane in fury at the alchemists.

    "Arsonists! Kidnappers!" Estra shouts, conveniently ignoring her own history of deceit and theft. At least she had never physically harmed anyone with her old cons - robbing a Thriae Hive of its sustaining nectar, setting it aflame and robbing its larvae was crossing numerous lines she wouldn't have ever approached, even in her misspent youth.

    'This is not why I became a Pathfinder...!' Estra thinks to herself, making her decision as she sights the closest Alchemist, preparing her spells. (...then rethinks and targets the second-closest Alchemist, given that the closest one is Cogsnap.)

    Estra votes against siding with the Alchemists (in other words, Estra votes for UP IN FLAMES — THRIAE).


    Male Gnome Sorcerer/Impeller Deck Handler

    Going to Hadden Hoppert
    Vote for siding with the alchemists
    Qualzar was already impressed by the alchemists' talents. But learning the details of their trickery just made the gnome burst out in laughter. "Of course we'll help you, Alhaman," said the sorcerer. But then Cogsnap's and Estra's words made him more confused than any smoke bomb. "Er, won't we?" He looked up from Hadden Hoppert's catalogue to give his companions a confused look.

    Silver Crusade

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

    Ah, internal party conflict. The savoury spices of an entertaining campaign. :)

    The Exchange

    Deck Handler

    As the bombs are dropped and flames begin to spread around the room Skizza jumps up with excitement.

    "Now this is excitement!...Hey why are you point a spear at me!" he screeches as the guards move forward holding his own gun up in retort.

    He looks at the others and calls out to Estra.

    "Better that than bugfood!" he holds up another gun pointed at one of the other guards.

    Skizza is going to side with the alchemists here. Explosions are always fun and he doesn't want to be bug food or friends. Time for fate to decide, lol.


    1 = Alchemists
    2= Thriae

    Which way will you go?: 1d2 ⇒ 1
    Alchemists it is.

    I half expected you to go that way in character with Cogsnap and Skizza.


    During This Adventure: •The scourge die is 1d6+1.
    •When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

    During This Scenario: •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •You win the scenario only when all of the Stolen Larvae are in characters’ hands. (You do not have to defeat and corner the villain.)

    Location #1: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ? :0
    Located/Displayed Here: None

    Location #2: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ? :0
    Located/Displayed Here: None

    Location #3: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ? :0
    Located/Displayed Here: Estra/Yewstance, None

    Location #4: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ? :0
    Located/Displayed Here: Qualzar/EmpTyger, None

    Location #5: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ? :0
    Located/Displayed Here: Skizza/agent_eclipse, None

    Location #6: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ? :0
    Located/Displayed Here: Cogsnap/VampByDay, None


    These will be added to the update in the next post:

    Thriae Dancer:

    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait.
    All damage dealt by the Thriae Dancer is Poison damage.
    If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
    If defeated, you may examine the top card of any location deck.

    Thriae Soldier:

    Henchman 3
    Type: Monster
    Traits: Thriae Soldier
    To Defeat: Combat 13 THEN Combat 13
    The Thriae Soldier is immune to the Poison trait.
    All damage dealt by the Thriae Soldier is Poison damage.
    If your check to defeat exceeds 17, you are dealt 1 Poison damage.


    Any other traders besides Hadden?

    Silver Crusade

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

    Not from me. Sunburst Market and standard loot will be posted for Estra at a later time.

    Estra struggles with herself, furious, as Skizza further escalates the divide between them and the Thriae, as Qualzar openly states his own promises of assistance to the damnable thieves. She clenches her cane, before striking its base along a nearby stone with a loud crack, coming to a pained decision.

    "Noble Seer!" She calls out over the din of violence, hoping the Thriae Seer can hear, "Call off your warriors, I beg you! We bear you no ill will, but cannot allow these men to be harmed!"

    Estra curses, directing Honaire to shield one of the nearby, villainous Alchemists as a Thriae guard moves to strike. She knows the seer couldn't possibly stand back and let these men loot their sacred hives... but nor can she bank the safety of her allies and the success of her mission on the Thriae's willingness to cooperate - not when the stakes of their competition with the Aspis being so high. And nor will some of her compatriots give her the room to come to a diplomatic conclusion.

    She feels sick, and even as he goes to obey; she cannot shake the feeling that Honaire is gazing at her, his spectral brow marked with deep shame.

    Estra summons a powerful ward as another Thriae fires a poison-tipped arrow at Cogsnap, shielding him.

    "Sorry, dear. Cogsnap; we're not going to get the chance to explain ourselves better, we have to fight!"

    Silver Crusade

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

    So, strategy-wise, a constant onslaught of Thriae (until we get some Larvae to protect ourselves with), a bunch of likely Poison damage and a henchman (Thriae Constructor) that requires a Strength/Dexterity/Acrobatics 6 check as one of their checks to defeat. Thankfully, the only one of us where that might be a consistent issue is Qualzar, so he should probably hang out with another character (Estra, if she uses Honaire, has the best odds) who can pass that first check for them.

    Other than that, just look for the Larvae. Closing locations is in no way necessary; but doing so will banish (and therefore move) any Larvae still inside the location, which may be beneficial. Closing more locations helps us channel where lost Larvae end up better, too.
    For the most part, the scenario seems to play itself. No real strategic insights of much note, except that handing off Larvae may be good to save your hand size. I'm also glad that Estra now has a solid Diplomacy skill to deal with some Thriae, since her combat skills are not exactly top of the line.

    ========================

    Estra visits the Sunburst Market Trader.
    TRADE: Spiritual Ally -> Camel

    LOOT: Walking Stick -> Spear of the Watchful Guardian
    LOOT: Padded Armor -> Akhentepi's Armor
    LOOT: Byzantine Lexicon -> Mask of the Forgotten Pharaoh
    LOOT: Camel (From Sunburst Market) -> Neferekhu : (We were playing that you can trade for a card, then swap that for Loot, right? Since the Guide doesn't specify an order of operations? If we're not playing that way, then I'll change my trades.)

    Note that Estra is NOT taking Hand of the Honest Man.
    A reminder that Sun Falcon Pectoral (an Item which can be recharged to explore, plus has additional benefits in combat) is now up for grabs as a Loot card.

    There's no choice of starting locations here. :)
    I'll wait to post my starting hand for when traders are finished.


    During This Adventure: •The scourge die is 1d6+1.
    •When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

    During This Scenario: •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •You win the scenario only when all of the Stolen Larvae are in characters’ hands. (You do not have to defeat and corner the villain.)

    Turn: 1, Estra/Yewstance

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Caravan Raider
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Spoiler:
    Crystal Stalker
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Spoiler:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Spoiler:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9 The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Spoiler:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10 The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Barriers
    Spoiler:
    Lightning Storm
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Spoiler:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Spoiler:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Spoiler:
    Final Nights
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Intelligence
    Charisma
    Diplomacy 7 When you examine this card, suffer the scourge Curse of Daybane then banish this card.
    If undefeated, suffer the scourge Curse of the Daybane, then banish this card.

    Weapons
    Spoiler:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Spoiler:
    Frost Sling +1
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Spoiler:
    Sling Staff
    Weapon B
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

    Spoiler:
    Corrosive Dagger +1
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Javelin of Lightning
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 10 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.

    Spells
    Spoiler:
    Detonate
    Spell 3
    Traits:
    Magic
    Arcane
    Attack To Acquire:
    Intelligence
    Arcane 10 For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spoiler:
    Find Traps
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Stone Skin
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7 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.

    Spoiler:
    Flames of the Faithful
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran To Acquire:
    Wisdom
    Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Detect Undead
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8 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.

    Spoiler:
    Alchemist's Suit
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7 Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

    Spoiler:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 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.

    Spoiler:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 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.

    Spoiler:
    Catching Cape
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce 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.

    Items
    Spoiler:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    IntelligenceCraft 6 Discard this card to examine the top card of your location, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

    Spoiler:
    Seer's Tea
    Item B
    Traits:
    Liquid
    Magic To Acquire:
    Intelligence
    Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Spoiler:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6 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.

    Spoiler:
    Ghost Battling Ring
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran To Acquire:
    Arcane
    Divine
    Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Liquid
    Alchemical
    Healing To Acquire:
    Intelligence
    Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Allies
    Spoiler:
    Clockwork Menial
    Ally 3
    Traits:
    Automaton To Acquire:
    Intelligence
    Craft 9 Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Spoiler:
    Meehr Zet
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling To Acquire:
    Charisma
    Diplomacy 7 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.

    Spoiler:
    Azaz Arafe and Zazu
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7 If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Spoiler:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Spoiler:
    Commander Abdallah
    Ally 3
    Traits:
    Human
    Fighter To Acquire:
    Combat 11 When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Blessings
    Spoiler:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

    Top of Blessing Discard Pile:

    Blessing of Isis:
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 29 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Precious Mine Card 1:
    Greatclub +1
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic To Acquire:
    Strength
    Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Precious Mine Card 2:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Precious Mine Card 3:
    Ring of the Godless
    Item B
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Precious Mine Card 4:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Precious Mine Card 5:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Precious Mine Card 6:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Precious Mine Card 7:
    Dark Stalker
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12 The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Precious Mine Card 8:
    Scarab Sand
    Item 3
    Traits:
    Object
    Alchemical
    Mummy To Acquire:
    Intelligence
    Craft
    Arcane 9 Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Precious Mine Card 9:
    Zizzira
    Villain 3
    Type: Monster
    Traits:
    Trigger
    Thriae
    Oracle
    Poison
    To Defeat:
    Charisma
    Diplomacy 12
    OR Combat 17 When you examine this card, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Solider.
    Zizzira is immune to the Poison trait. All damage dealt by Zizzira is Poison damage.
    Before you act, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Soldier.
    If defeated, before closing Zizzira's location, search it for the henchman Stolen Larvae and draw any you find, then banish Zizzira.

    Precious Mine Card 10:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Precious Mine Card 11:
    Embalming Fluid
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical To Acquire:
    Intelligence
    Craft
    Knowledge 7 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.
    Location #2: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Stonework Passages Card 1:
    Glacial Khopesh +1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9 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.

    Stonework Passages Card 2:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 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.

    Stonework Passages Card 3:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 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.

    Stonework Passages Card 4:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Stonework Passages Card 5:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Stonework Passages Card 6:
    Clawhand Shield
    Armor 3
    Traits:
    Shield
    Offhand To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Stonework Passages Card 7:
    Locate Object
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 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.

    Stonework Passages Card 8:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 9:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Stonework Passages Card 10:
    Fireball Trap
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8 If undefeated, each character at your location is dealt 1d4 Fire damage.

    Stonework Passages Card 11:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 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.

    Location #3: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Estra/Yewstance, None

    Thriae Hive Card 1:
    Kohl of Uncanny Discernment
    Item B
    Traits:
    Accessory
    Alchemical To Acquire:
    Intelligence
    Perception 6 Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Thriae Hive Card 2:
    Black Kiss
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10 If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Thriae Hive Card 3:
    Deathgrip
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8 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.

    Thriae Hive Card 4:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Thriae Hive Card 5:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thriae Hive Card 6:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Thriae Hive Card 7:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 8:
    Canopic Wrap
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8 Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 9:
    Dagger of Doubling
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Thriae Hive Card 10:
    Falcata
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Thriae Hive Card 11:
    Mystic Silk Coat
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Location #4: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Qualzar/EmpTyger, None

    Thriae Hive Card 1:
    Acid Splash
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack To Acquire:
    Intelligence
    Arcane 4 For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Thriae Hive Card 2:
    Shield of Fire Resistance
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 3:
    Fighting Crook
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Elite To Acquire:
    Strength
    Melee 9 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.

    Thriae Hive Card 4:
    Chain Lightning
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity To Acquire:
    Intelligence
    Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Thriae Hive Card 5:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Thriae Hive Card 6:
    Potion of Energy Resistance
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Thriae Hive Card 7:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 8:
    Marianix Karn
    Ally B
    Traits:
    Human
    Aspis
    Sage To Acquire:
    Charisma
    Diplomacy 9 Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Thriae Hive Card 9:
    Mistmail
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 10:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Thriae Hive Card 11:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #5: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Skizza/agent_eclipse, None

    Thriae Hive Card 1:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8 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.

    Thriae Hive Card 2:
    Shotel
    Weapon B
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Thriae Hive Card 3:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thriae Hive Card 4:
    Sands of Time
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8 Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Thriae Hive Card 5:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Thriae Hive Card 6:
    Frost Staff
    Item B
    Traits:
    Staff
    Attack
    Magic
    Cold To Acquire:
    Arcane
    Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    Thriae Hive Card 7:
    Galvanic Chakram +1
    Weapon 1
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Thriae Hive Card 8:
    Neb-at
    Ally 1
    Traits:
    Human
    Smuggler To Acquire:
    Charisma
    Diplomacy 6 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.

    Thriae Hive Card 9:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 10:
    Filter Hood
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Thriae Hive Card 11:
    Elemental Mastery
    Spell 3
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11 Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Location #6: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Cogsnap/VampByDay, None

    Thriae Hive Card 1:
    Crocodile Skin Lamellar
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Thriae Hive Card 2:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 3:
    Ptemenib
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 8 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.

    Thriae Hive Card 4:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Thriae Hive Card 5:
    Shocking Scimitar +2
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee 11 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Thriae Hive Card 6:
    Xerippe
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    Soldier
    To Defeat:
    Combat 18 Xerippe is immune to the Poison trait. All damage dealt by Xerippe is Poison damage.
    If you reveal the henchman Stolen Larvae, you may evade Xerippe.
    Before you act, each character at your location that does not reveal Stolen Larvae summons and encounters the henchman Thriae Soldier.

    Thriae Hive Card 7:
    Mistform
    Spell 3
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10 Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Thriae Hive Card 8:
    Reed Snake Armor
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 9:
    Kohl of Uncanny Discernment
    Item B
    Traits:
    Accessory
    Alchemical To Acquire:
    Intelligence
    Perception 6 Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Thriae Hive Card 10:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Thriae Hive Card 11:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9 For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    The Exchange

    Deck Handler

    Same Loot Load-out.
    Visiting Sunburst to pick up another Blessing.

    I can take the Pectoral if everyone would rather keep their current items as I usually trade one. If I do I won't trade anything at the traders.

    Silver Crusade

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

    I will hold off on my turn until all trades are resolved, and starting hands drawn.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    I don’t need traders, I’ll go with Estra to give her an extra card draw from whatever trader she takes.


    Male Gnome Sorcerer/Impeller Deck Handler

    Going to Sunburst Market instead. Trading Armor 1 Elven Chain Shirt for Basic Item B Crowbar.
    Replacing Item 1 Crown of Charisma with Loot Item 3 Sun Falcon Pectoral.
    Replacing Item 1 Wand of Shield with Loot Item 1 Tablet of Languages Lost.
    Replacing Weapon B Allying Dart +1 with Loot Weapon 2 Natron Fang.
    Replacing Ally B Sage with Loot Ally B Kafar.

    Qualzar put down the catalog. This skirmish was developing too quickly to receive new toys from Hadden Hoppert. Or for that matter even to put on his armor; instead the gnome grabbed an ornamental breastplate that the alchemists had been working on. The sorcerer telekinetically took a crowbar from a crate of Sunburst Market supplies as he made his way into the hive.

    Qualzar wrote:

    Hand: Sun Falcon Pectoral, Swipe, Blessing of Pharasma 1, Scrying, Apprentice, Blessing of the Gods, Frost Ray,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast); Swipe (-3 to combat difficulty); Scrying (examine top 3 cards of any location, shuffle in cards not of chosen type, topdeck or bottomdeck chosen type)
    Can use without asking: Blessing if would recharge; Blessing for Stolen Larvae

    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 [X] +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 ([X] +1) ([X] +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.

    Die bumps: 2

    Silver Crusade

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

    Then we're good to start; no non-Sunburst Market traders used. I'll be posting my turn in a few hours. Cogsnap and Skizza may draw their opening hands when ready.

    The Exchange

    Deck Handler
    Skizza wrote:

    Hand: Master Gunner, Blessing of Alkenstar 2, Blessing of Shizuru, Blessing of The Elements, Quartermaster, Wheellock Pistol,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 5 [X] 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. ([X] 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 Crazyman Alchemist Google Sheets Decklist thingie
    <Cogsnap> wrote:

    Hand: Liquid Ice, Flensing Jelly, Alchemist's Fire-Beta, Bone Lamellar, Galvanic Chakrum +1, Alchemist's Fire-Alpha,

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

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+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 ([X]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([x]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 wrote:

    Hand: Cleric of Nethys, Sign of the Thrush, Akhentepi's Armor, Mindblade, Honaire, Sign of the Daughter,

    Displayed:
    Deck: 1 Discard: 12 Buried: 0
    Notes: Opening hand (discard pile is temporary, from having to redraw my hand twice).

    My new Mindblade is my only real method of combat; that might make this challenging.

    GM, you noted that the summonable Thriae would be added to the scenario update posts, but I don't see them or in the Campaign Header.

    =================================

    Estra starts her turn.
    Blessing of Isis discarded from the Blessings Deck.

    Thriae Hive: Estra encounters Thriae Dancer.

    Thriae Dancer:
    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait.
    All damage dealt by the Thriae Dancer is Poison damage.
    If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
    If defeated, you may examine the top card of any location deck.
    Estra will attempt the Diplomacy check to defeat.
    Diplomacy 10: 1d8 + 4 ⇒ (5) + 4 = 9 -> Estra recharges Cleric of Nethys to add 2 and succeed. Thriae Dancer defeated.

    Even as Honaire raises his blade, Estra raises her arms and calls out to one of the fast-moving Thriae that is preparing to strike.

    "Stop, please! I don't wish to hurt you!" Estra cries out honestly; trying to imbue her very words with some compelling magics. She mentally winces, but keeps her magical compulsion going as she follows with a lie, "I will find and stop the Alchemist's leader before he does any more damage to your hive!"

    It was a hollow promise, but it worked... the Dancer eyes the old lady warily, before flitting off to find another target. Estra leans on her cane, shaking her head as she hobbles towards the mound where the alchemist leader headed... with any luck, he's found what they need for their mission.

    Estra moves to the Stonework Passages, and examines the top card of it with her power.
    Stonework Passages Card 1: Glacial Khopesh +1

    Estra discards Akhentepi's Armor to encounter the Glacial Khopesh +1, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.

    Glacial Khopesh +1:

    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9 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.
    Estra places Honaire on top of her deck to add 1d6+3 to her Strength check.
    Strength 9: 1d4 + 1d6 + 1d6 + 3 ⇒ (3) + (3) + (2) + 3 = 11 -> Glacial Khopesh +1 acquired

    As Estra walks over the unsteady ground of the hive, Honaire keeps a watchful eye out for any more attackers; he finds a magical blade somewhere, retrieving it for Estra. She nods silently, gripping the Khopesh in a tired hand, her cane in the other. Sadly, it will almost certainly be necessary; with the sounds of violence filling this once-peaceful cavern.

    Estra takes her free exploration.
    Stonework Passages Card 2: Stabbing Spear Staircase

    Stabbing Spear Staircase:

    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 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.
    Perception 6: 1d10 + 4 ⇒ (10) + 4 = 14 -> Stabbing Spear Staircase defeated. Estra explores again from its power.

    Estra almost falls as some portion of the hive gives way; the soft 'earth' collapsing into some deeper cavern. Estra begins to fall; her cane falling into the depths until Honaire snatches her back up. Estra finds her balance, panting, raising an arm around the phantom - though very real to her feeling - for him to support her as she continues to approach the tip of this curious hive mound.

    Stonework Passages Card 3: Void Glyph

    Void Glyph:

    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 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.
    Estra discards Sign of the Thrush to add a die.
    Requesting that Skizza recharge Blessing of the Elements (the check invokes Cold) to add another die.

    Wisdom 14: 3d10 + 2 ⇒ (6, 4, 7) + 2 = 19 -> Void Glyph defeated.

    Estra treads on some more magical defenses; a freezing void suddenly threatening to overwhelm her from the sheer cold as it saps all heat from the air, but she summons a brief blaze of flame to banish the thing, coughing from the effort.

    Estra discards Sign of the Daughter to explore again.
    Stonework Passages Card 4: Bonecrusher Hunter

    Bonecrusher Hunter:

    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Estra discards Mindblade to use her Perception Skill +1d12 for combat, with an added reroll option.
    Combat 9 (Perception): 1d10 + 4 + 1d12 ⇒ (6) + 4 + (4) = 14 -> Bonecrusher Hunter defeated, Estra draws a card (Honaire) for passing a combat check.

    The traps have drawn the attention of a gnoll - what was he doing here? One of the Thriae slaves, perhaps? Estra has heard about the effects of their merope... Certainly the Gnoll seemed not entirely in possession of its own wits. At least here was a foe Estra could fight without guilt - surely it would be a mercy to the creature, and so she summons a phantom blade in the air to fling with deadly accuracy at the creature; slaying it instantly as the phantom knife passes through its heart without leaving a visible wound.

    I'm considering discarding Honaire for the heal, with 4 cards in my discard pile (including an ally and 2 blessings), but I will probably need him; both for combat or against the Larvae.

    Estra ends her turn and resets her hand..

    Estra wrote:

    Hand: Glacial Khopesh +1, Honaire, Neferekhu, Sphere of Fire, Blessing of Qi Zhong, Valet,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Notes: Solid; I've now got a spell-based means of combat, as well as (more importantly) Neferekhu!

    At my location, always reveal Neferekhu to add 2 DICE to your Knowledge or Wisdom noncombat checks! I can handle the Diplomacy check to avoid the downside.
    Blessing of Qi Zhong is available if needed, though I would prefer it used if the top card of the blessings deck has Wisdom as a check to acquire (which allows it to recharge).

    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 [X] +1 [ ] +2 [ ] +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors
    Powers:
    At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] 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 ([ ] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
    [X] 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.
    [ ] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
    [X] *Gain the skill Diplomacy: Charisma +3.
    [ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

    PLAYER REWARDS:

    Spoiler:

    [ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)
    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

    Die Bumps remaining: 2

    The Exchange

    Deck Handler

    BoTE recharged.

    Skizza wrote:

    Hand: Master Gunner, Blessing of Alkenstar 2, Blessing of Shizuru, Quartermaster, Wheellock Pistol,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    The Exchange

    Deck Handler

    Skizza finishes being distracted by all the flames and explosions...he looks around panicked before starting about his business.

    "Skizza sorry. Tinnitus real bad in here with buzzing. More gunfire to drown it out?" he says scurrying forward and right into a Thriae Dancer.

    Encounter Thriae Dancer.

    Spoiler:

    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait.
    All damage dealt by the Thriae Dancer is Poison damage.
    If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
    If defeated, you may examine the top card of any location deck.

    Reveal Wheelock Pistol.
    Combat 16: 1d10 + 2 + 2 + 1d6 ⇒ (10) + 2 + 2 + (4) = 18 Defeated.
    Reload: 1d12 ⇒ 9

    Explore Thriae Hive (L5) Card 1: Shield Cloak

    Spoiler:

    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8 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.

    Recharge Quartermaster.
    Intelligence 8: 1d10 + 1 + 1d8 ⇒ (3) + 1 + (8) = 12 Acquired.

    Recharge Blessing of Shizuru to Explore Card 2: Shotel

    Spoiler:

    Weapon B
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Banished.

    Discard Master Gunner to Explore Card 3: Thriae Constructor

    Spoiler:

    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dexterity 6: 1d10 + 2 ⇒ (6) + 2 = 8
    Reveal Wheellock Pistol. Blessing of Alkenstar discarded.
    Combat 17: 1d10 + 2 + 2 + 1d6 + 1d12 ⇒ (8) + 2 + 2 + (5) + (9) = 26 Defeated.
    Reload: 1d12 ⇒ 12

    Closing. Encounter Thriae Soldier.
    Reveal Wheelock Pistol.
    Combat 13: 1d10 + 2 + 2 + 1d6 ⇒ (5) + 2 + 2 + (4) = 13
    Reload: 1d12 ⇒ 6
    Discard Wheelock Pistol.
    Combat 13: 1d10 + 2 + 2 + 1d6 + 1d10 ⇒ (1) + 2 + 2 + (6) + (8) = 19
    Location Closed. Stolen Larvae shuffled into random open location.

    The dancer waited for a response from the ratfolk but the only answer he could think of was a blast from his wheellock pistol. The resulting hole in the chest of thriae after the smoke cleared was convincing enough she he hurried past. An alchemist quartermaster tossed him a shield cloak as they ran forward.

    A fellow gunner called them over to the sound of battle but was quickly knocked aside by the massive construct as a thriae solder watched. Skizza wanted to run for it but his tinnitus his a fever pitch and he closed his eyes while unloading his pistol. The shots ricocheted sending part of the hive crashing down on the construct while a look of shock appeared on the soldiers face...followed by two more ricochets that tore his abdomen to shreds.

    When Skizza opened his eye his gun was scrap but everything around him was dead.

    "HAH! That always works. Now I need a new gun...wasn't I looking for something else too?" he asked himself as a larve crawled away slowly.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Hand Cannon, Double-Barreled Musket, Blessing of Sivanah, Scarab Buckler, Shield Cloak, Masterwork Tools,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Notes:
    Sideboard cards:


    Male Gnome Sorcerer/Impeller Deck Handler

    (On Skizza's turn)
    Random Stolen Larva location: 1d6 ⇒ 5
    Random Stolen Larva location: 1d6 ⇒ 2
    Stolen Larva that was banished from Thriae Hive C is shuffled into Stonework Passages

    (Qualzar's turn)
    Blessing 2: Thoth o'clock
    Summoning Thriae Dancer. Evading as an Arcane Mental spell

    "A taste of honey, tasting much sweeter than wine..." Qualzar charmed the first thriae he found, forcing it to serenade him. "Now where to find some wine?"

    Exploring Thriae Hive B 1: Acid Splash

    Acid Splash:
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack To Acquire:
    Intelligence
    Arcane 4 For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Arcane 4: 1d10 + 4 ⇒ (2) + 4 = 6
    Acid Splash is acquired
    The alchemists had warned that the larvae might be embedded within the wax. Qualzar knew just the trick to get in.

    Recharging Sun Falcon Pectoral to explore Thriae Hive B 2: Shield of Fire Resistance

    Shield of Fire Resistance:
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Qualzar cannot make a CON/Fortitude 6 check. Shield of Fire Resistance is banished.
    The gnome seemed to be in some sort of armory, finding a translucent magical shield which would shade from heat energy. Qualzar giggled as he reversed the shield's polarity. Instead of shielding, it would focus heat rays, frying its bearer.

    Discarding Apprentice to explore Thriae Hive B 3: Fighting Crook

    Fighting Crook:
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Elite To Acquire:
    Strength
    Melee 9 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.

    Qualzar cannot make a STR/Melee 9 check. Fighting Crook is banished
    Nimsky found some weapons in an adjoining armory. "Hey Qualzar, what happens if I steal their weapons, so they can't fight back when I attack them?"
    "What, Nimsky?"
    "It makes me a fighting crook."
    Qualzar let his apprentice keep the weapon. He had earned it.

    Discarding Blessing of the Gods to explore Thriae Hive 4: Chain Lightning

    Chain Lightning:
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity To Acquire:
    Intelligence
    Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Recharging Estra's Blessing of the Qi Zhong, with top Blessing acquired using Wisdom
    Arcane 10: 2d10 + 4 ⇒ (5, 5) + 4 = 14
    Chain Lightning is acquired
    Besides, Qualzar had more important methods of squishing these bugs. "I wonder how our research works in such a sticky venue..." Only one way to find out.

    Ending turn. Resetting hand

    Qualzar wrote:

    Hand: Chain Lightning, Swipe, Blessing of Pharasma 1, Scrying, Acid Splash, Crowbar, Frost Ray,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Swipe (-3 to combat difficulty); Scrying (examine top 3 cards of any location, shuffle in cards not of chosen type, topdeck or bottomdeck chosen type)
    Can use without asking: Blessing if would recharge; Blessing for Stolen Larvae; Scrying for monsters at Stonework Passages

    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 [X] +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 ([X] +1) ([X] +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.

    Die bumps: 2


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn, BotElements from blessings deck. Start of turn, encounter dancer
    As the gnome is pursued by the bug people throughout the hive he loudly starts cursing Qualzar ”We are going to have some SERIOUS words about this later!” he shouts. The bugs corner him and it becomes clear that Cogsnap cannot talk his way out of this problem, so he reluctantly fights in self-defense.

    Throw alch Fire, it is discarded because of power.
    Combat 16 vs. 1d8+3(dex)+1(ranged)+2d6(Fire)+1d6(power): 1d8 + 3d6 + 4 ⇒ (1) + (1, 6, 1) + 4 = 13
    really game? Really? Three ones? Why you gotta do me dirty like that? Recharge my bone lamallar to reduce poison damage by 3
    But the gnome doesn’t have it in him to kill the guard defending his home and gets speared for his trouble, the armor taking the blow. Luckily Cogsnap manages to scurry away.

    Not wanting to have to fight any more guards, the gnome moves to the outskirts of the hive.
    Move to precious mine, Initial Explore-Greatclub+1, Cannot acquire-banish.
    He finds an abandoned mine. As he knows something about gemstilones, he begins looking for something valuable. Maybe the evil alchemists will accept gems instead of sentient creature babies! He finds a magic club but it is far to heavy and big for him to wield. He pours out his flenshling jelly to see if it can find some gems.
    Banishdiscard jelly to explore again.-Clinging venom spell
    Dc4 arcane vs 1d10(Int)+1(arcane skill): 1d10 + 1 ⇒ (10) + 1 = 11
    The Jelly brings back a an arcane scroll of clinging venom. Cogsnap recons he could probably figure out how to use it in a pinch and pockets the item.
    End turn, reset hand

    <Cogsnap> wrote:

    Hand: Liquid Ice, Clinging venom(MM), Alchemist's Fire-Beta, Canteen, Galvanic Chakrum +1, Twitch Tonic,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+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 ([X]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([x]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

    Off turn: Estra recharges Blessing of Qi Zhong for Qualzar.

    ==================

    Estra starts her turn.
    Blessing of Isis discarded from the Blessings Deck.

    Estra chooses not to move, and examines the top card of her location deck with her power.
    A Thriae Larvae was shuffled into the Stonework Passages, so randomly picking a card...

    Stonework Passages Card # (12 == Larvae): 1d8 + 4 ⇒ (5) + 4 = 9
    Stonework Passages Card 9: Blessing of the Elements

    Estra discards Glacial Khopesh +1 to encounter the Blessing of the Elements, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.

    Blessing of the Elements:

    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Wisdom 6: 3d10 + 2 ⇒ (3, 1, 8) + 2 = 14 -> Blessing of the Elements acquired.
    Estra must pass a Diplomacy 8 check against Neferekhu or suffer the Curse of Withering.

    Estra reveals Valet to add 2 to the required check against Neferekhu.
    Diplomacy 8: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7 -> Ah!? Estra suffers the Curse of Withering.

    Curses! Literally.
    90% chance of success and I still failed. Fine; I'll use my faction boon to clear the Curse if need be. In the meantime, there's no longer a downside for using Neferekhu on everything.

    Estra reaches the top of the small section of the hive, gasping for air as she looks around. The air shimmers with power here... perhaps a leyline intersecting the hive? The Thriae are a cunning race; it may be no coincidence.

    The decaying head, containing the disturbed spirit of an oracle found in previous ruins jabbers nonsensically as it hangs from Estra's back. The spiritualist had not yet been able to encourage the spirit - Neferekhu - from passing on, and a foul magic binds it to the indestructible decapitated head until Estra can find a way to break the awful curse. Despite speaking in a language that Estra does not fully grasp, Estra cannot help but feel that amidst Neferekhu's ravings are deep, cutting accusations towards the elderly woman's misdeeds - a mountain greater than this hive, only most recently topped by this foul treachery against the Thriae.

    She reminds herself that the Thriae are hardly kind beings of their own; perhaps this is a crusade, not murder? The lie lingers upon her brow, weighing her down - the behavior of the Alchemists have done little to prove such an ideal to have any merit.

    Estra takes her free exploration.
    Stonework Passages Card # (12 == Larvae): 1d8 + 4 ⇒ (5) + 4 = 9 (Already Encountered)
    Stonework Passages Card # (12 == Larvae): 1d8 + 4 ⇒ (5) + 4 = 9 (Uh...)
    Stonework Passages Card # (12 == Larvae): 1d8 + 4 ⇒ (3) + 4 = 7
    Stonework Passages Card 7: Locate Object

    Locate Object:

    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 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.
    Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Divine 6: 3d8 + 4 ⇒ (7, 1, 7) + 4 = 19 -> Locate Object acquired.
    Estra already is suffering the Curse of Withering, and cannot suffer it again; no need to roll.

    Estra sets aside Locate Object to examine the Stonework Passages until she hits a boon, then encounters it.
    Stonework Passages Card # (7 == 11, 9 == Larvae): 1d6 + 4 ⇒ (2) + 4 = 6
    Stonework Passages Card 6: Clawhand Shield -> Encountered.

    Clawhand Shield:

    Armor 3
    Traits:
    Shield
    Offhand To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.
    Estra strikes off one use of her 'Cleanser of Abominations' faction boon to banish her Curse of Withering.
    Estra places Honaire on top of her deck to add 1d6+3 to her Constitution check.

    Constitution 6: 1d6 + 1d6 + 3 ⇒ (2) + (2) + 3 = 7 -> Clawhand Shield acquired.
    To recharge Locate Object, Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Divine 8: 3d10 + 4 ⇒ (6, 2, 7) + 4 = 19 -> Locate Object recharged.
    Estra must pass a Diplomacy 8 check against Neferekhu or suffer the Curse of Withering.

    Estra reveals Valet to add 2 to the required check against Neferekhu.
    Diplomacy 8: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11 -> No effect.

    Estra reaches in all directions with her senses, curiously finding an old, powerful shield buried under a couple of inches of soil nearby. What is the story behind this, she wonders?

    Nerefekhu mumbles some old, arcane knowledge, before returning to gibbering ravings.

    Estra discards Blessing of the Elements to explore again.
    Stonework Passages Card # (7 == 11, 9 == Larvae): 1d6 + 4 ⇒ (5) + 4 = 9
    Stonework Passages Card 12: Stolen Larvae

    Stolen Larvae:

    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.
    BYA: Estra encounters Thriae Dancer.
    Thriae Dancer:
    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait.
    All damage dealt by the Thriae Dancer is Poison damage.
    If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
    If defeated, you may examine the top card of any location deck.
    Estra will attempt the Diplomacy check to defeat.
    Estra reveals Valet to add 2.

    Diplomacy 10: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 -> Thriae Dancer defeated.
    Estra examines the top card of the Stonework Passages...

    Stonework Passages Card # (7 == 11): 1d6 + 4 ⇒ (6) + 4 = 10
    Stonework Passages Card 10: Fireball Trap

    Estra continues her encounter against the Stolen Larvae.
    Constitution 4: 1d6 ⇒ 6 -> Stolen Larvae defeated and drawn!

    Estra is set upon by another of the Thriae dancers, as it flitters towards her. Estra raises her hands, appealing to this one like she did the last. As she proclaims her intent not to hurt any Thriae, Estra notices that the dancer is wounded - perhaps from the shrapnel of an Alchemist's grenade - and bleeding a curious ichor. When the injured Thriae lowers its weapons, Estra quietly offers healing magic. Then the Dancer nods, Estra does her best to heal its injury, restoring it to strength.

    Quietly, she begs the creature not to harm her allies - a noisy Ratfolk and two Gnomes - and in return Estra will try to prevent any further harm from coming to the hive. The Thriae buzzes irritably, then makes a curious gesture and flies away... was that a yes? A no?

    Estra grimaces, knowing she cannot hold her hollow promise. She gasps in pain; a Larvae having attached itself to her leg, draining her of her life. She hisses and tugs the creature off with Honaire's assistance, and her spectral husband carries the creature... perhaps it may be returned to any Thriae as a gesture of good faith? Maybe?

    Estra discards Valet to explore again, adding 1d6 to her non-combat checks during this exploration.
    Stonework Passages Card 10: Fireball Trap

    Fireball Trap:

    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8 If undefeated, each character at your location is dealt 1d4 Fire damage.

    Constitution 6: 1d6 + 1d6 ⇒ (3) + (4) = 7 -> Fireball Trap defeated.

    Estra ends her turn and resets her hand.

    Estra wrote:

    Hand: Neferekhu, Sphere of Fire, Honaire, Clawhand Shield, Stolen Larvae, Lithomancy Stones,

    Displayed:
    Deck: 11 Discard: 7 Buried: 0
    Notes: See below.

    At the start of Skizza's turn, Estra [b]sets aside Lithomancy Stones, naming MONSTER, then examines the top 3 cards of her location deck and places any found on top or bottom in any order; then shuffling the rest.

    There's only 3 unexplored cards, so I'll just roll them as follows...
    Stonework Passages Card # (5, 8, 11): 1d3 ⇒ 1
    Stonework Passages Card # (8, 11): 1d2 ⇒ 2
    Stonework Passages Card 5: Stolen Larvae -> Placed on the top.
    Stonework Passages Card 8: Thriae Constructor -> Placed second from the top.
    Stonework Passages Card 11: Guardian Scroll -> Placed third from the top.

    To recharge Lithomancy Stones, Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Perception 10: 3d10 + 4 ⇒ (3, 9, 4) + 4 = 20 -> Lithomancy Stones recharged.
    Estra must pass a Diplomacy 8 check against Neferekhu or suffer the Curse of Withering.

    Diplomacy 8: 1d10 + 4 ⇒ (7) + 4 = 11 -> No effect.

    Estra wrote:

    Hand: Neferekhu, Sphere of Fire, Honaire, Clawhand Shield, Stolen Larvae,

    Displayed:
    Deck: 12 Discard: 7 Buried: 0
    Notes: At my location, always reveal Neferekhu to add 2 DICE to your Knowledge or Wisdom noncombat checks! I can handle the Diplomacy check to avoid the downside.

    A Larvae's on top of this location; Estra will likely just spend her next turn to grab it, then leave the location open. A 2 card location would be a great place for extra Larvae to be funneled towards by the scenario power, and there's no real benefit to closing locations.

    That said, if I do that, Estra's hand will be 33% full of Larvae... I wouldn't mind someone else grabbing the Larvae here, and sharing the load as a result.

    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 [X] +1 [ ] +2 [ ] +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors
    Powers:
    At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] 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 ([ ] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
    [X] 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.
    [ ] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
    [X] *Gain the skill Diplomacy: Charisma +3.
    [ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

    PLAYER REWARDS:

    Spoiler:

    [ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)
    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

    Die Bumps remaining: 2

    The Exchange

    Deck Handler

    Off-Turn: Discard Scarab Buckler to shuffle 1d4 + 1 ⇒ (2) + 1 = 3 cards from my discard pile into deck.

    So my location is closed but not flipped so I still encounter a dancer, no?

    Thriae Dancer:

    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait.
    All damage dealt by the Thriae Dancer is Poison damage.
    If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
    If defeated, you may examine the top card of any location deck.

    Reveal Double Barrel Musket.
    Combat 16: 1d10 + 2 + 2 + 2d4 ⇒ (2) + 2 + 2 + (4, 1) = 11
    Discard Double Barrel Musket to re-roll.
    Combat 16: 1d10 + 2 + 2 + 2d4 ⇒ (9) + 2 + 2 + (4, 1) = 18

    Move to and Explore Stonework Passages Card 1: Stolen Larvae.
    BYA:Encounter Thriae Dancer.
    Discard Hand Cannon.
    Combat 16: 1d10 + 2 + 2 + 2d6 ⇒ (4) + 2 + 2 + (2, 6) = 16
    Reload: 1d12 ⇒ 3

    Constitution 4: 1d6 + 1d6 ⇒ (6) + (6) = 12 Drawing the Stolen Larvae.

    End Turn. Reset Hand.

    As Skizza tried to leave the hives he was attacked by another dancer...or at least the dancer approached him so he fired his musket. The first shot wasn't able to pierce the chitinous armor but after firing from the second barrel the bug suffered a similar fate to the last Thriae.

    Not wanting to remain near the home of the far-too-large bugs he headed for the tunnels below and found Estra.

    "Did you not see that bugman go by? I had to break another boomstick to kill it. Pesky things. WHOA what is that thing?" he exclaimed pointing at the larvae. As he said that they came upon a second one guarded by...more bugs. Before Estra could even talk Skizza was pulling out another gun to blast past him for his own little pet worm.

    As he grabbed for it the small pincers bit down hard on his paw.

    "OUCH! I LIKE THIS LITTLE GUY!" he laughed shaking it off and putting on his black powder gloves before handling it further.

    Skizza wrote:

    Hand: Game of Afterlife, Stolen Larvae, Navigator Musket +1, Blessing of Alkenstar 2, Shield Cloak, Masterwork Tools,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Notes:
    Sideboard cards:

    Silver Crusade

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

    Sweet!

    I don't really know about closed Hive's, honestly. Normally the text "Do not flip the location over" exists because on a physical game you'd only have 1 copy of the location to refer to; I never understood if it literally meant that the "At this location" power worked whilst closed or not.

    Also, Skizza didn't take the examination afforded by killing any of the Dancer's he'd fought this scenario; just checking if that's intentional.

    The Exchange

    Deck Handler

    That was me forgetting. I will examine the top of Qualzar's Hive and Precious Mine.


    During This Adventure: •The scourge die is 1d6+1.
    •When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

    During This Scenario: •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •You win the scenario only when all of the Stolen Larvae are in characters’ hands. (You do not have to defeat and corner the villain.)
    Additional Rules:

    Thriae Dancer:

    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.
    Thriae Soldier:

    Henchman 3
    Type: Monster
    Traits: Thriae Soldier
    To Defeat: Combat 13 THEN Combat 13
    The Thriae Soldier is immune to the Poison trait. All damage dealt by the Thriae Soldier is Poison damage. If your check to defeat exceeds 17, you are dealt 1 Poison damage.

    Turn: 7, Qualzar/EmpTyger
    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10 The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Spoiler:
    Burning Child
    Monster 3
    Traits:
    Undead
    Fire
    To Defeat:
    Combat 16
    OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

    Spoiler:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Spoiler:
    Mummified Sphinx
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17 The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Spoiler:
    Acid Mantis
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Barriers
    Spoiler:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Spoiler:
    Final Nights
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Intelligence
    Charisma
    Diplomacy 7 When you examine this card, suffer the scourge Curse of Daybane then banish this card.
    If undefeated, suffer the scourge Curse of Daybane, then banish this card.

    Spoiler:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8 When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

    Spoiler:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Spoiler:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Weapons
    Spoiler:
    Djinni Quarterstaff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Spoiler:
    Ooze Falchion +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite To Acquire:
    Strength
    Melee 8 For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. 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 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Spoiler:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Corrosive Dagger +1
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Shotel
    Weapon B
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Volcanic Storm
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Fiery Glare
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Speak with Dead
    Spell 1
    Traits:
    Magic
    Divine
    Undead To Acquire:
    Wisdom
    Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Toxic Cloud
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison To Acquire:
    Intelligence
    Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Undead
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8 Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits:
    Shield Offhand To Acquire:
    Constitution
    Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Khamsin Coat
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Day Star Half-Plate
    Armor 3
    Traits:
    Heavy Armor Magic To Acquire:
    Constitution
    Fortitude
    Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Items
    Spoiler:
    Deliquescent Gloves
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid To Acquire:
    Dexterity
    Intelligence
    Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Spoiler:
    Burglar's Bracers
    Item B
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6 Recharge this card to add 1d8 to your Craft or Disable check.

    Spoiler:
    Effigy of Anubis
    Item 3
    Traits:
    Trigger
    Object
    Magic
    Anubis To Acquire:
    Intelligence 10
    OR Charisma
    Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Spoiler:
    Hand of the Guilty Man
    Item 2
    Traits:
    Accessory
    Magic
    Mummy To Acquire:
    Wisdom
    Divine 7 Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Liquid
    Alchemical
    Healing To Acquire:
    Intelligence
    Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Allies
    Spoiler:
    Nefti the Bard
    Ally B
    Traits:
    Human
    Bard
    Aspis To Acquire:
    Charisma
    Diplomacy 8 If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Spoiler:
    Caravan Guard
    Ally B
    Traits:
    Human
    Hireling
    Elite To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    Spoiler:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Spoiler:
    Hyaenodon
    Ally B
    Traits:
    Trigger
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7 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.

    Spoiler:
    Meehr Zet
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling To Acquire:
    Charisma
    Diplomacy 7 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.

    Blessings
    Spoiler:
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Spoiler:
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

    Top of Blessing Discard Pile:

    Blessing of Maat:
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Cogsnap/VampByDay, None

    Precious Mine Card 1 (Ring of the Godless):
    Ring of the Godless
    Item B
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Precious Mine Card 2:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Precious Mine Card 3:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Precious Mine Card 4:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Precious Mine Card 5:
    Dark Stalker
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12 The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Precious Mine Card 6:
    Scarab Sand
    Item 3
    Traits:
    Object
    Alchemical
    Mummy To Acquire:
    Intelligence
    Craft
    Arcane 9 Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Precious Mine Card 7:
    Zizzira
    Villain 3
    Type: Monster
    Traits:
    Trigger
    Thriae
    Oracle
    Poison
    To Defeat:
    Charisma
    Diplomacy 12
    OR Combat 17 When you examine this card, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Solider.
    Zizzira is immune to the Poison trait. All damage dealt by Zizzira is Poison damage.
    Before you act, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Soldier.
    If defeated, before closing Zizzira's location, search it for the henchman Stolen Larvae and draw any you find, then banish Zizzira.

    Precious Mine Card 8:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Precious Mine Card 9:
    Embalming Fluid
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical To Acquire:
    Intelligence
    Craft
    Knowledge 7 Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Location #2: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Estra/Yewstance, Skizza/agent_eclipse, None

    Stonework Passages Card 1:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

    Stonework Passages Card 2:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 3:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #3: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Thriae Hive Card 1:
    Kohl of Uncanny Discernment
    Item B
    Traits:
    Accessory
    Alchemical To Acquire:
    Intelligence
    Perception 6 Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Thriae Hive Card 2:
    Black Kiss
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Thriae Hive Card 3:
    Deathgrip
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8 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.

    Thriae Hive Card 4:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Thriae Hive Card 5:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thriae Hive Card 6:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Thriae Hive Card 7:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 8:
    Canopic Wrap
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8 Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 9:
    Dagger of Doubling
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Thriae Hive Card 10:
    Falcata
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Thriae Hive Card 11:
    Mystic Silk Coat
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Location #4: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Qualzar/EmpTyger, None

    Thriae Hive Card 1 (Blessing of the Elements):
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Thriae Hive Card 2:
    Potion of Energy Resistance
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Thriae Hive Card 3:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 4:
    Marianix Karn
    Ally B
    Traits:
    Human
    Aspis
    Sage To Acquire:
    Charisma
    Diplomacy 9 Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Thriae Hive Card 5:
    Mistmail
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 6:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Thriae Hive Card 7:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #5: Thriae Hive
    Closed
    At This Location: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Thriae Hive Card 1:
    Crocodile Skin Lamellar
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Thriae Hive Card 2:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 3:
    Ptemenib
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 8 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.

    Thriae Hive Card 4:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Thriae Hive Card 5:
    Shocking Scimitar +2
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee 11 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Thriae Hive Card 6:
    Xerippe
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    Soldier
    To Defeat:
    Combat 18 Xerippe is immune to the Poison trait. All damage dealt by Xerippe is Poison damage.
    If you reveal the henchman Stolen Larvae, you may evade Xerippe.
    Before you act, each character at your location that does not reveal Stolen Larvae summons and encounters the henchman Thriae Soldier.

    Thriae Hive Card 7:
    Mistform
    Spell 3
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10 Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Thriae Hive Card 8:
    Reed Snake Armor
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 9:
    Kohl of Uncanny Discernment
    Item B
    Traits:
    Accessory
    Alchemical To Acquire:
    Intelligence
    Perception 6 Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Thriae Hive Card 10:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Thriae Hive Card 11:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9 For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Cards Not In the Box Card 2:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Silver Crusade

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

    Just raising that I don't believe the scenario update covers Estra's use of Lithomancy Stones, which should mean that Thriae Constructor should be on top of the Stonework Passages.

    Not that it's a big deal - our only goal is to gather Stolen Larvae, and there's none left in the location, so there's no reason to explore it anymore. In fact, leaving the location open only helps us by allowing 'banished' larvae to randomly end up in an almost-empty location where they're easy to collect.


    Male Gnome Sorcerer/Impeller Deck Handler

    Maat o'clock
    Thriae Hive: Summoning Thriae Dancer

    Thriae Dancer:
    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.

    Evading as Mental Arcane spell. Thriae Dancer is banished
    It seems like it had taken weeks, but Qualzar had successfully charmed the thriae dancer into thinking that it was the gnome's personal litter-bearer. The bee-creature held a small cushioned divan in its arms, in which Qualzar sat, directing the thriae's movements. "To the left, Mister John!"

    Exploring Thriae Hive 4-1: Blessing of the Elements

    Blessing of the Elements:
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    CHA 6: 1d10 + 2 ⇒ (6) + 2 = 8
    Blessing of the Elements is acquired
    The hive was a nexus of earthen power. Qualzar absorbed the elemental energy. "Onward, Mister John!"

    Discarding Scrying for Monsters to examine Thriae Hive 4-2: Potion of Energy Resistance, Thriae Hive 4-3: Stolen Larvae, Thriae Hive 4-4: Marianix Karn

    Potion of Energy Resistance:
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Stolen Larvae:
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Marianix Karn:
    Ally B
    Traits:
    Human
    Aspis
    Sage To Acquire:
    Charisma
    Diplomacy 9 Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Shuffling Potion of Energy Resistance and Marianix Karn into Thriae Hive 4. Topdecking Stolen Larvae
    Arcane 12: 1d10 + 4 ⇒ (10) + 4 = 14
    Scrying is recharged
    The gnome magically scryed on the hive's nearest larvae. He saw that Marianix Karn, having been hired by the alchemists, was closing in on a larva's location. But Qualzar saw a way to get to it first. He was directly under. If he could just break through the ceiling, the prize would fall directly down into his clutches!

    Discarding Blessing of the Elements to explore Thriae Hive 4-3: Stolen Larvae.
    Summoning Thriae Dancer. Evading as an Mental Arcane spell. Thriae Dancer is banished. Revealing Crowbar

    STR 5: 2d6 ⇒ (2, 6) = 8
    Drawing Stolen Larvae
    Qualzar pointed his crowbar upward at the ceiling, ordering his thrall. "Hold me closer, Thriae Dancer!" The gnome cackled.

    Ending turn

    Qualzar wrote:

    Hand: Chain Lightning, Swipe, Blessing of Pharasma 1, Stolen Larvae, Acid Splash, Crowbar, Frost Ray,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Swipe (-3 to combat difficulty)
    Can use without asking: Blessing if would recharge; Blessing for Stolen Larvae

    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 [X] +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 ([X] +1) ([X] +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.

    Die bumps: 2


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Time Marches on, BotElements on top of Blessing Discard pile.
    I'll choose not to move. Display canteen.

    Cogsnap continues to sift through the mines, looking for something to help him get out of this mess.
    Explore. Ring of the godless, what a surprise!
    Wisdom 5 vs. 1d6(wisdom): 1d6 ⇒ 5
    Cogsnap picks up a small ring that looks like it might be valuable and pockets it. Then he drinks a tonic to invigorate him and keep him moving.
    BanishPlace into canteen the Twitch Tonic to help me get out the Flensing Jelly. Then Banish Discard that to explore again. Add 1d4 and either the acid or poison check to the any following combat.
    As he moves on, he finds a small treasure chest tucked out of the way behind a barrel. Curious, he checks it over and starts to work on it.
    Explore-Encounter Baited Jewel box
    disable 6+(adv deck #4) Vs. 1d8+3(dex)+3(Disable): 1d8 + 6 ⇒ (4) + 6 = 10
    Beat by less than 4, take 1d4 damage
    1d4 ⇒ 2
    Cogsnap is able to solve the rudimentary lock on the treasure chest fairly easily, but the secondary trap sticks him, making him fall backwards. In his collapse he looses his new scroll and ring.
    Discard Clinging Venom and ring of the godless to damage. Draw 2 items from the box: Burglar's Bracers and Deliquescent Gloves

    Inside the box, Cogsnap finds two pairs of gloves, one pair coats melee weapons in acid, and one helps with thievery and lockpicking.

    "Well, Gee, that would've been nice three seconds ago . . . he says sarcastically. He then picks up the gloves and decides to carry on.

    End turn, draw up to full.

    <Cogsnap> wrote:

    Hand: Liquid Ice, Deliquescent Gloves (MM), Alchemist's Fire-Beta, Burglar's Bracers (MM), Galvanic Chakrum +1, Cleric of Nethys,

    Displayed: Canteen, Twitch Tonic,
    Deck: 9 Discard: 4 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+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 ([X]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([x]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

    3 of us now have Stolen Larvae - so far so good. It also means I no longer have to worry about being worn down by the summoned Thriae Dancers anymore, so back to the hives!

    Estra starts her turn.
    Blessing of Abadar discarded from the Blessings Deck.

    Estra moves to Location #6: Thriae Hive, and examines the top card of it with her power.
    Thriae Hive Card 1: Crocodile Skin Lamellar

    Estra discards Clawhand Shield to encounter the Crocodile Skin Lamellar, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.

    Crocodile Skin Lamellar:

    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Constitution 5: 2d6 ⇒ (1, 5) = 6 -> Crocodile Skin Lamellar acquired.

    Estra takes her free exploration.
    Thriae Hive Card 2: Stolen Larvae

    Stolen Larvae:

    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.
    That was easy! Technically, Estra summons Thriae Dancer...
    Thriae Dancer:
    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.
    But Estra simply reveals Stolen Larvae to evade and therefore banish the summoned Thriae Dancer.
    Estra places Honaire on top of her deck to add 1d6+3 to her Constitution check, automatically defeating Stolen Larvae and drawing it into her hand.

    Estra finds more Thriae Larvae - displaced by the damage done to the hives at the hands of the alchemists. Perhaps they can be saved from the slaughter and returned to the Thriae... should any be left standing once the Alchemists have finished looting the place.

    She holds it in her hands, gazing upon it sadly. It's a hideous thing, but fundamentally helpless. It doesn't deserve this.

    Honaire leans in to take the two Larvae from her, lifting them in his surprisingly gentle arms as the elderly spiritualist rests on her cane. Estra watches them squirm in his spectral grip, suddenly overcome with a deep, despair-induced exhaustion.

    That was much easier to find. Estra ends her turn and resets her hand.

    Estra wrote:

    Hand: Neferekhu, Sphere of Fire, Honaire, Crocodile Skin Lamellar, Stolen Larvae, Stolen Larvae 2,

    Displayed:
    Deck: 12 Discard: 8 Buried: 0
    Notes: At my location, always reveal Neferekhu to add 2 DICE to your Knowledge or Wisdom noncombat checks! I can handle the Diplomacy check to avoid the downside. (Not that I expect anyone to come to my location)

    My hand size is effectively only 4 with these Larvae stuffing it, but it can't be helped; we just have to accept that we're going to be increasingly slowed down as we get closer to finishing the scenario.
    Only 2 Larvae left - one in the Precious Mine and one in the first Thriae Hive. Best to leave the one in the mine for Cogsnap, I feel, since the rest of us can just ignore the Thriae Dancers as we focus on the remaining hive.

    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 [X] +1 [ ] +2 [ ] +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors
    Powers:
    At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] 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 ([ ] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
    [X] 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.
    [ ] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
    [X] *Gain the skill Diplomacy: Charisma +3.
    [ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

    PLAYER REWARDS:

    Spoiler:

    [ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)
    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

    Die Bumps remaining: 2

    The Exchange

    Deck Handler

    Sorry!

    Move to and Explore Hive 3 Card 1: Kohl of Uncanny Discernment

    Spoiler:

    Item B
    Traits:
    Accessory
    Alchemical To Acquire:
    Intelligence
    Perception 6 Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Intelligence 6: 1d10 + 1 ⇒ (4) + 1 = 5

    Skizza gets back to work running around the hives with his new pet and comes across an alchemy table but rather than explosives it appears to be paints. He laughs and leaves it behind.

    Discard Blessing of Alkenstar to Explore Card 2: Black Kiss

    Spoiler:

    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Craft 10: 1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5 BoAlk allows a reroll.
    Craft 10: 1d10 + 1 + 1 ⇒ (8) + 1 + 1 = 10 Acquired!

    Discard Black Kiss to explore Card 3: Deathgrip

    Spoiler:

    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8 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.

    Intelligence 8: 1d10 + 1 ⇒ (8) + 1 = 9 Acquired!

    Luckily he came across something more interesting further in. One of the alchemist happened to be a half-elf covered in vials of poison. While not explosive they could still be fun to use. So he invited her along. Only finding a scroll together Skizza almost tossed it aside till he was informed of the show the spell could put on.

    Still unimpressed he tossed in a bit later.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Game of Afterlife, Stolen Larvae, Navigator Musket +1, Blessing of Calistria, Shield Cloak, Masterwork Tools,

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Notes:
    Sideboard cards:


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 4: Ancients o'clock
    Thriae Hive: Summoning Thriae Dancer

    Thriae Dancer:
    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.

    Evading as a Mental Arcane spell. Thriae Dancer is banished
    Moving to Precious Mine

    With one sac of larva obtained, Qualzar directed his mind-controlled gnomebearer to go deeper into the hive to search for some inorganic treasure.

    Exploring Precious Mine 3: Evil Eye

    The Evil Eye:
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Arcane 6+6=12: 1d10 + 4 ⇒ (1) + 4 = 5
    Scourge: 1d6 + 1 ⇒ (1) + 1 = 2
    Curse of Poisoning is displayed. The Evil Eye is banished
    The thriae mining drones were suspicious of Qualzar, and gave him a truly venomous stare. They released a sickly scented pheromone indicating the presence of an intruder.

    Discarding Blessing of Pharasma to explore Precious Mine 4: Stolen Larvae

    Stolen Larvae:
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Summoning Thriae Dancer. Evading as a Mental Arcane spell. Thriae Dancer is banished. Revealing Crowbar
    STR 5: 2d6 ⇒ (6, 2) = 8
    Drawing Stolen Larvae
    Feeling queasy, Qualzar decided to just stick to the mission. The sorcerer indicated with his crowbar that his mind-controlled thriae dancer should seize a second larva. "After all, it takes two to tango."

    Skizza buries Game of Afterlife, and needs to make an INT 8 check to instead recharge. Curse of Poisoning is banished
    To distract himself from the queasy feeling in his stomach, Qualzar decided to challenge Skizza to a round of Afterlife. Planning his opening gambit worked perfectly, and Qualzar soon felt better. The sorcerer delegated his thriae thrall to convey his opening move to the ratfolk. "Hopefully Skizza doesn't just shoot the messenger on sight," mused Qualzar. "Though I should prepare a countergambit just in case he does."

    Ending turn

    Qualzar wrote:

    Hand: Chain Lightning, Swipe, Stolen Larvae 1, Stolen Larvae 2, Acid Splash, Crowbar, Frost Ray,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Swipe (-3 to combat difficulty)

    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 [X] +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 ([X] +1) ([X] +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.

    Die bumps: 2

    The Exchange

    Deck Handler

    Intelligence 8: 1d10 + 1 ⇒ (8) + 1 = 9

    Skizza sees a bug heading his way and holds out his larvae just in case but when it tells it's message he begins to laugh.

    "HAHA, you win dice game but next time! I am gonna find my other dice...they roll better for me...hopefully I didn't use them as bullets." he cheers even when losing and tosses the dice back into his bandolier pocket.

    Skizza wrote:

    Hand: Stolen Larvae, Navigator Musket +1, Blessing of Calistria, Shield Cloak, Masterwork Tools,

    Displayed:
    Deck: 10 Discard: 7 Buried: 0
    Notes:
    Sideboard cards:


    During This Adventure: •The scourge die is 1d6+1.
    •When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

    During This Scenario: •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •You win the scenario only when all of the Stolen Larvae are in characters’ hands. (You do not have to defeat and corner the villain.)
    Additional Rules:

    Thriae Dancer:

    Henchman 3
    Type: Monster
    Traits: Thriae Bard
    To Defeat: Charisma Diplomacy 10 OR Combat 16
    The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.
    Thriae Soldier:

    Henchman 3
    Type: Monster
    Traits: Thriae Soldier
    To Defeat: Combat 13 THEN Combat 13
    The Thriae Soldier is immune to the Poison trait. All damage dealt by the Thriae Soldier is Poison damage. If your check to defeat exceeds 17, you are dealt 1 Poison damage.

    Turn: 12, Cogsnap/VampByDay
    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Spoiler:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Spoiler:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9 The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Spoiler:
    Caravan Raider
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Spoiler:
    Carrion Golem
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14 The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Barriers
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Spoiler:
    Fireball Trap
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8 If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Spoiler:
    Insanity Mist
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Spoiler:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Weapons
    Spoiler:
    Flaming Spear +1
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Spoiler:
    Fire Kukri +1
    Weapon 1
    Traits:
    Knife
    Melee
    Slashing
    Fire
    Magic
    Elite
    Finesse To Acquire:
    Strength
    Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    On your combat check, if you played another weapon, discard this card to add 1d4.


    Spoiler:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Spoiler:
    Staff of Uraeus
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Poison
    Magic
    Elite To Acquire:
    Strength
    Melee
    Charisma 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

    Spoiler:
    Frost Sling +1
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Spells
    Spoiler:
    Disable Mechanism
    Spell 2
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10 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.

    Spoiler:
    Fiery Glare
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Heat Metal
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7 Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spoiler:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Bolt
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity To Acquire:
    Intelligence
    Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Shield of Fire Resistance
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8 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.

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Crocodile Skin Madu
    Armor B
    Traits:
    Shield
    Offhand
    Elite To Acquire:
    Constitution
    Fortitude 3
    OR Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits:
    Shield Offhand To Acquire:
    Constitution
    Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Items
    Spoiler:
    Alchemist's Kit
    Item B
    Traits:
    Tool
    Alchemical To Acquire:
    Intelligence
    Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Spoiler:
    Brilliance of Ra
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra To Acquire:
    Strength
    Knowledge
    Divine 5 When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Spoiler:
    Magic Carpet
    Item 2
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9 Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

    Spoiler:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    IntelligenceCraft 6 Discard this card to examine the top card of your location, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

    Spoiler:
    Black Marsh Spider Venom
    Item 2
    Traits:
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 8 Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Allies
    Spoiler:
    Stone Weasel
    Ally B
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Spoiler:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Spoiler:
    Khelru
    Ally 1
    Traits:
    Human
    Cleric To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9 If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to 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 deck, then you may then explore your location.

    Spoiler:
    Azaz Arafe and Zazu
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7 If you fail to acquire this card, 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 by a character at your location.
    Discard this card to explore your location.

    Spoiler:
    Clockwork Menial
    Ally 3
    Traits:
    Automaton To Acquire:
    Intelligence
    Craft 9 Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Spoiler:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Spoiler:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Top of Blessing Discard Pile:

    Blessing of Ra:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Qualzar/EmpTyger, None

    Precious Mine Card 1:
    Dark Stalker
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12 The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Precious Mine Card 2:
    Scarab Sand
    Item 3
    Traits:
    Object
    Alchemical
    Mummy To Acquire:
    Intelligence
    Craft
    Arcane 9 Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Precious Mine Card 3:
    Zizzira
    Villain 3
    Type: Monster
    Traits:
    Trigger
    Thriae
    Oracle
    Poison
    To Defeat:
    Charisma
    Diplomacy 12
    OR Combat 17 When you examine this card, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Solider.
    Zizzira is immune to the Poison trait. All damage dealt by Zizzira is Poison damage.
    Before you act, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Soldier.
    If defeated, before closing Zizzira's location, search it for the henchman Stolen Larvae and draw any you find, then banish Zizzira.

    Precious Mine Card 4:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Precious Mine Card 5:
    Embalming Fluid
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical To Acquire:
    Intelligence
    Craft
    Knowledge 7 Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Location #2: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1 (Thriae Constructor):
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 2 (Blessing of the Elements):
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Stonework Passages Card 3 (Guardian Scroll):
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

    Location #3: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Skizza/agent_eclipse, None

    Thriae Hive Card 1:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Thriae Hive Card 2:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thriae Hive Card 3:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Thriae Hive Card 4:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Thriae Hive Card 5:
    Canopic Wrap
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8 Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 6:
    Dagger of Doubling
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Thriae Hive Card 7:
    Falcata
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Thriae Hive Card 8:
    Mystic Silk Coat
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Location #4: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Thriae Hive Card 1:
    Mistmail
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 2:
    Marianix Karn
    Ally B
    Traits:
    Human
    Aspis
    Sage To Acquire:
    Charisma
    Diplomacy 9 Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Thriae Hive Card 3:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Thriae Hive Card 4:
    Thriae Constructor
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength
    Dexterity
    Acrobatics 6
    THEN Combat 17 The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thriae Hive Card 5:
    Potion of Energy Resistance
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Location #5: Thriae Hive
    Closed
    At This Location: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Thriae Hive
    At This Location: At the start of your turn, summon and encounter the henchman Thriae Dancer.
    When Closing: Summon and defeat the henchman Thriae Soldier.
    When Permanently Closed: At the end of your turn, you may recharge a weapon from your discard pile.
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Estra/Yewstance, None

    Thriae Hive Card 1:
    Ptemenib
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 8 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.

    Thriae Hive Card 2:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Thriae Hive Card 3:
    Shocking Scimitar +2
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee 11 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Thriae Hive Card 4:
    Xerippe
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    Soldier
    To Defeat:
    Combat 18 Xerippe is immune to the Poison trait. All damage dealt by Xerippe is Poison damage.
    If you reveal the henchman Stolen Larvae, you may evade Xerippe.
    Before you act, each character at your location that does not reveal Stolen Larvae summons and encounters the henchman Thriae Soldier.

    Thriae Hive Card 5:
    Mistform
    Spell 3
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10 Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Thriae Hive Card 6:
    Reed Snake Armor
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Thriae Hive Card 7:
    Kohl of Uncanny Discernment
    Item B
    Traits:
    Accessory
    Alchemical To Acquire:
    Intelligence
    Perception 6 Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Thriae Hive Card 8:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Thriae Hive Card 9:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9 For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
    Location #7: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Cards Not In the Box Card 2:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Cards Not In the Box Card 3:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Cards Not In the Box Card 4:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Cards Not In the Box Card 5:
    Stolen Larvae
    Henchman 3
    Type: Monster
    Traits:
    Thriae
    To Defeat:
    Strength 5
    OR Constitution 4 Before you act, summon and encounter the henchman Thriae Dancer.
    If defeated, draw this card.

    Silver Crusade

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

    As a reminder, since it's been a while; Location #3: Thriae Hive is the location of the final Stolen Larvae. Defeating/drawing it will end the game.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Since we have a lot of time, I’m gonna continue exploring the mine.
    Start of turn: blessing of Ra.

    Cogsnap continues looking around for useful stuff. Instead he finds a:
    Explore-Dark Stalker
    Dark Stalker. Cogsnap sighs. ”Not you guys again” he says in a tired voice. ”Listen, could we not? I don’t want to kill you, and I’ve had quite a day. I just found out that like, half of my friends are evil, and it’s a lot to process, so I’d just like to not-“ but despite his pleas, the darksralker takes out a knife and begins advancing. Cogsnap just sighs again and reaches into his alchemist’s pouch.

    Throw alchemist’s fire; place in canteen
    combat 12 vs 1d10+3(dex)+1d6(power)+2d6(Fire)+1(ranged skill.): 1d10 + 3d6 + 4 ⇒ (2) + (6, 4, 5) + 4 = 21
    Beat by more than 3, don’t trigger AyA effect

    Before the darkstalker even gets within 20 feet the alchemist’s fire burns it to death, causing its death throws explosion to fizzle out harmlessly out of reach of Cogsnap. The Gnome Alchemist shambles forward and rummages through the creature’s gear.

    Recharge delequecent gloves for random item: alchemist’s kit. I’ll display that. Wanna keep ahold of my cleric of nethys for card roll purposes, so I’ll end turn and redraw.

    <Cogsnap> wrote:

    Hand: Liquid Ice, Blessing of the Elements-Gamma, Remove Curse, Burglar's Bracers (MM), Galvanic Chakrum +1, Cleric of Nethys,

    Displayed: Canteen, Twitch Tonic, Alchemist's Fire-Beta, Alchemist’s kit-MM,
    Deck: 7 Discard: 4 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+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 ([X]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([x]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.

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