[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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Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

During Gogsnap's turn.

"Just because you hang out with the dead is no reason to become one."
cast and auto-recharge Cure targeting Darago.: 1d4 + 1 ⇒ (2) + 1 = 3

Blessing of Abadar in effect.

Lini hands Qualzar a big Tome. "You look like the sort that enjoys reading. Return it whenever." Pass Binder's Tome to Qualzar.

contraband on 1: 1d6 ⇒ 6

Lini decides to enjoy her time on the Pleasure Barge.

Pleasure Barge Card 4: 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.

Intelligence 6 revealing Crow: 1d6 + 1d4 + 3 ⇒ (1) + (3) + 3 = 7

Lini picks up a souvenir for Cogsnap.

Recharge Sun Falcon Pectoral to explore.

Pleasure Barge Card 5: Falto:

Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.

charisma 10 revealing 3 binder's tomes and Crow: 1d8 + 4d4 + 3 ⇒ (4) + (2, 1, 3, 3) + 3 = 16

And has a pleasant conversation with a nice young man.

She then let's one of her pets play for a bit.

Recharge Wolverine to explore.

Pleasure Barge Card 6: Fire Gecko:

Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Auto acquire.

Lini gathers up the Gecko before it gets in trouble. "Go play with the Wolverine."

Recharge Fire Gecko to explore.

Pleasure Barge Card 7: Library Curator:

Ally 3
Traits: Human Cleric
To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

charisma 8 revealing 3 binder's tomes and Crow: 1d8 + 4d4 + 3 ⇒ (7) + (2, 1, 1, 3) + 3 = 17

A kind librarian shows her around the ship. Discard Library Curator to explore.

Pleasure Barge Card 8: Pure Legion Enforcer:

Henchman 4
Type: Monster
Traits: Human Ranger
To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
Increase the difficulty by 3 if you have the Divine skill.
For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
If defeated, you may immediately attempt to close the location this henchman came from.

"Relax. No one is worshiping anything right now. It is a party and you should just try and have fun."

charisma 7 +3 revealing 3 binder's tomes and crow: 1d8 + 4d4 + 3 ⇒ (1) + (1, 3, 3, 1) + 3 = 12

charisma 9 to close revealing 3 binder's tomes and crow: 1d8 + 4d4 + 3 ⇒ (3) + (4, 3, 1, 2) + 3 = 16

Recharge Blessing of Sivanah from discard.

Turns out Enforcers are real Buzzkilss. Time to move on.

random location #1: 1d8 ⇒ 7 Banish Location #7: Walled Oasis
random location #2: 1d8 ⇒ 5 Summon Location #5: Vault of Hidden Wisdom

Location #5: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

Falto comes along with us and seems very eager to check out the vault for some reason. Discard Falto to explore.

random card: 1d10 ⇒ 9

Random Blessing #1 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.

Auto-Acquire Divine 7 by revealing Crow. Discard Blessing of Isis to explore.

random card ignoring 9: 1d10 ⇒ 3

The vault is trapped with a big rolling ball.

Random Barrier #1 Rolling Sphere:

Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

Silver Crusade

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

BYA: For Lini's Rolling Sphere, Estra makes a Disable 9 check. Since the check is against a barrier with the Obstacle trait, Estra sets aside Pyrotechnic Blast.
Disable 9 (Divine): 1d10 + 4 + 2d4 ⇒ (7) + 4 + (2, 4) = 17 -> Estra passes the BYA check.
Estra reveals Neferekhu to add 2 dice to her Wisdom (Divine) check to recharge.
Divine 10: 3d10 + 4 ⇒ (7, 8, 10) + 4 = 29 -> Pyrotechnic Blast recharged.
As always, Estra autopasses the check against Neferekhu.

Estra resists the urge to shriek, focusing on the first spell that comes to mind - the spell taught to her by the gnomish druid. Speaking the incantation; Estra's hands flare with power, and a jolt of electric power lashes out to blast the momentum-driven sphere off course and away from her!

Estra wrote:

Hand: Neferekhu, Honaire, Blessing of Maat, Elemental Mastery, Binder's Tome, Sunrod,

Displayed:
Deck: 16 Discard: 4 Buried: 1
Notes: Neferekhu can and should always be revealed to add 2 dice to any noncombat Wisdom or Knowledge checks.
Binder's Tome can and should always be revealed to add 1d4 to any Charisma or Combat check (against a non-Mental-Immune foe). We have 3 in total now.
Blessing of Maat may be used to add 3 to any check after a roll (or for its other power, if you want).
Elemental Mastery may be used to add 3 dice to a check to acquire an ally that invokes an elemental trait, or against a monster that invokes an elemental trait.


Mid-turn update for Lini.

Before Lini continues; all characters beside Estra must make a Disable 9 or Dexterity/Acrobatics 12 check or bury their entire hand.

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

During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When setting out locations, shuffle all of the listed location cards into a location pile, then draw 1 random card from it and build that location deck.

  • Whenever there are no open locations, draw 2 random cards from the location pile. Choose 1 and banish it, then summon and build the other; shuffle in the henchman Pure Legion Enforcer. Then move all characters to that location.
  • At the start of your turn, you may recharge from your hand or bury from your discard pile any number of cards that have the Divine trait, then roll 1d6. If the result is less than the total number of cards that have the Divine trait in your hand and discard pile, summon and encounter the henchman Pure Legion Enforcer.
    Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.

    If defeated, you may immediately attempt to close the location this henchman came from.


  • To win the scenario, close 9 locations.
    =
    Additional Rules: Random Locations List (Updated)
    =
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar

    Turn: 12, Lini/Bigguyinblack
    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 Monsters:

    Monster 1
    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.

    Monster 2

    Spoiler:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Monster 3

    Spoiler:
    Girtablilu Ranger
    Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 4

    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Monster 5

    Spoiler:
    Elder Ice Elemental
    Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Random Barriers:

    Barrier 1
    Spoiler:
    Inevitable Trap
    Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Barrier 2

    Spoiler:
    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.

    Barrier 3

    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.

    Barrier 4

    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.

    Barrier 5

    Spoiler:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Random Weapons:

    Weapon 1
    Spoiler:
    Mace of Ruin
    Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 2

    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.

    Weapon 3

    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.

    Weapon 4

    Spoiler:
    Spelldagger
    Weapon C
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

    Weapon 5

    Spoiler:
    Scorpion Whip
    Weapon 1
    Traits: Whip Melee Piercing Poison Finesse Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Random Spells:

    Spell 1
    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.

    Spell 2

    Spoiler:
    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.

    Spell 3

    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.

    Spell 4

    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    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.

    Armor 2

    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.

    Armor 3

    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.

    Armor 4

    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.

    Armor 5

    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.

    Random Items:

    Item 1
    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.

    Item 2

    Spoiler:
    Mumia
    Item 2
    Traits: Liquid Alchemical Mummy
    To Acquire: Intelligence Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Item 3

    Spoiler:
    Healer's Kit
    Item B
    Traits: Tool Healing
    To Acquire: Wisdom Survival Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 4

    Spoiler:
    Smoked Glass Goggles
    Item C
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Item 5

    Spoiler:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Random Allies:

    Ally 1
    Spoiler:
    Cleric of Nethys
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

    Ally 2

    Spoiler:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Pard
    Ally C
    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.

    Ally 4

    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.

    Ally 5

    Spoiler:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of 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.

    Blessing 2

    Spoiler:
    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.

    Blessing 3

    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.

    Blessing 4

    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.

    Blessing 5

    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 Abadar:
    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.

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

    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.

    Blessings Deck Card 2 - Turn 2 Qualzar

    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.

    Blessings Deck Card 3 - Turn 3 Skizza

    Spoiler:
    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.

    Blessings Deck Card 4 - Turn 4 Estra

    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.

    Blessings Deck Card 5 - Turn 5 Cogsnap

    Spoiler:
    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 Deck Card 6 - Turn 6 Lini

    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.

    Blessings Deck Card 7 - Turn 7 Darago

    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.

    Blessings Deck Card 8 - Turn 8 Qualzar

    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.

    Blessings Deck Card 9 - Turn 9 Skizza

    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.

    Blessings Deck Card 10 - Turn 10 Estra

    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.

    Blessings Deck Card 11 - Turn 11 Cogsnap

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessings Deck Card 12 - Turn 12 Lini

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Darago

    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.

    Blessings Deck Card 14 - Turn 14 Qualzar

    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.

    Blessings Deck Card 15 - Turn 15 Skizza

    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.

    Blessings Deck Card 16 - Turn 16 Estra

    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.

    Blessings Deck Card 17 - Turn 17 Cogsnap

    Spoiler:
    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 Deck Card 18 - Turn 18 Lini

    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.

    Blessings Deck Card 19 - Turn 19 Darago

    Spoiler:
    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.

    Blessings Deck Card 20 - Turn 20 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 21 - Turn 21 Skizza

    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.

    Location #1: Canny Jackal
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 3:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Location #3: Tooth and Hookah
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Surgery
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Great Library of Tephu
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Pleasure Barge
    Closed
    At This Location (Open): At the end of your turn, you may recharge a card 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 #7: Vault of Hidden Wisdom
    At This Location (Open): If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Lini/Bigguyinblack, Darago/AAUGHWHY

    Vault of Hidden Wisdom Card 1 (Rolling Sphere):
    Rolling Sphere
    Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Vault of Hidden Wisdom Card 2:
    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.
    Vault of Hidden Wisdom Card 3:
    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.
    Vault of Hidden Wisdom Card 4:
    Scroll of Thoth
    Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    The Evil Eye
    Barrier C
    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.
    Vault of Hidden Wisdom Card 7:
    Collapsing Sphinx
    Barrier 4
    Traits: Trigger Obstacle Sphinx
    To Defeat: Dexterity Stealth Perception Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
    Vault of Hidden Wisdom Card 8:
    Pure Legion Enforcer
    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vault of Hidden Wisdom Card 9:
    Scimitar
    Weapon B
    Traits: Sword Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    During Lini’s Turn
    ”We were just on a pleasure large! Why are we in a vault with a giant stone chasing us? WHAT IS GOING OOOOOOONNNNNN?!?!?”
    Discard BotElements for Disable check
    Disable 9 vs 1d10+3(dex)+3(Disable skill)+1d10(blessing): 2d10 + 6 ⇒ (7, 7) + 6 = 20
    Disable the ever-lovin’ snot outta that trap.

    <Cogsnap> wrote:

    Hand: Galvanic Chakrum +1, Twitch Tonic-MM, Alchemist's Fire-Alpha, Bone Lamellar, Acid Flask, Corrosive Dagger +1,

    Displayed: Alchemist's Kit, Canteen,
    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 [X]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.


    Male Gnome Sorcerer/Impeller Deck Handler

    (During Lini's turn)
    Discarding Blessing of Pharasma, recharging Tablet of Languages Lost. Darago banishes Rukh.

    Disable 9: 2d4 + 1d4 + 3 ⇒ (1, 1) + (3) + 3 = 8
    Estra discards Blessing of Maat for +3=11
    Qualzar slipped the rubber-skeleton rukh into a buffet tray of chicken legs, rewriting the dish's Osirian label. "Get it? Hard Roc, pair of drumsticks!"
    Unfortunately, the gnome didn't get to see the results of this joke. A cleric of Pharasma and a cleric of Maat closed the cafeteria early, evacuating all the diners. As he was led out with the other cruise ship passengers, Qualzar had to admit that this trapsmith had him beat. "Hard rock, and a dinner roll."

    Qualzar wrote:

    Hand: Caustic Fog, Blessing of the Gods, Blessing of Pharasma 1, Frost Ray, Binder's Tome,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Notes: Will pass Caustic Fog on my next turn to Estra.
    Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Blessing of the Gods
    Can use without asking: Blessing if would recharge; Blessing for Boon 4; Binder's Tome (+1d4 and Mental to Combat/CHA at my location)

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic 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.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3

    The Exchange

    Deck Handler

    Discard Blessing of Shizuru.
    Disable 9: 1d10 + 2 + 2 + 1d10 ⇒ (7) + 2 + 2 + (3) = 14

    "Yeeaaagh. Where'd that thing come from." Skizza shrieks trying to rig one of the local supports to give him shelter from the impending doom and manages to knock one loose bouncing the boulder away like a pinball.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    In chat Darago mentioned his intent to use Fire Snake and reveal Mask of the Forgotten Pharaoh which auto passes the disable 9 for him. I'll let him post that during his turn but everyone has passed the BYA check so moving on.

    As the sphere hurtles towards the party frantic activity occurs. Lini taps into her connection to animals and tries to leap out of the way.

    Dexterity 12 discarding Alchemist's Kit to increase dexterity to d10 and discarding Qualzar's blessing of the gods as a copy of blessing of Abadar and revealing Crow: 3d10 + 1d4 + 3 ⇒ (8, 8, 7) + (2) + 3 = 28

    Lini moves like lightning as the sphere rolls to a stop in a cul-de-sac.

    Taking free explore.

    Vault of Hidden Wisdom Card 2: 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.

    A Bonecrusher Hunter makes a potentially fatal mistake.

    combat 9 +4 revealing Shattertouch Shotel +2, Crow, and 3 binder's tomes: 5d4 + 1d6 + 5 ⇒ (2, 3, 1, 2, 1) + (2) + 5 = 16

    The Hunter looks dazed right before the blood loss kicks in. So much words.

    Lini cleans up a bit as someone else leads the way.

    Lini wrote:

    Hand: Holy Javelin, Shattertouch Shotel +2 trader, Fire Snake, Detect Undead aq, Cure 1, Crow,

    Displayed:
    Deck: 13 Discard: 5 Buried: 0
    Notes: Location: Vault of Hidden Wisdom
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4
    Estra and Honaire wrote:
    Come to think of it, Darago appeared to choose not to make a check to acquire Reed Moccasin. Not sure why - please remember that Estra adds 2 dice to all Wisdom checks with Neferekhu, so you certainly had a chance.

    Because I'm bad and didn't pay enough attention to what my teammates had in their hands. Sorry about that. I'll read more carefully next time.

    On Lini's turn: Healing Noted, Play Fire Snake and Reveal Mask to roll 1d10+8 and auto-succeed the check to avoid the sphere. Reveal Mask to Auto-Recharge Fire Snake

    After ricocheting between his teammates, the sphere begins barreling towards Darago. Thinking fast, he conjures a flaming serpent that swallows the boulder whole. After a few moments, the serpent dissipates and all that's left of the boulder is a pool of hot slag. He tiptoes around the molten puddle and continues on his way.

    My actual turn. Under BoPharasma. Start of turn, Bury Frost Staff

    Caught with contraband? 2 Divine Cards: 1d6 ⇒ 5

    Darago searches the Vault of Hidden Wisdom for hidden wisdom. He comes across a large hourglass sitting on a pedestal in the middle of one of the rooms. He turns it over and stares for a bit as the Card 3: Sands of Time flow through it. Cool! Reveal Mask to Auto Acquire Sands of Time. Display it immediately. Add 1 die to checks vs Undead/Construct Banes. Power lets me explore again

    As he continues to search the room, he finds a Card 4: Scroll of Thoth. Considering the Rahadouminian What's the demonym here? attitudes about religious texts, it makes sense why this was hidden. Reveal Mask to auto-acquired Scroll of Thoth. Also Reveal Estra's Neferekhu to add 2 dice and auto-acquire even more. (Its not necessary, but IDK if she has some sort of combo going) Power lets me explore again.

    Darago continues his search and finds a mural depicting a figure casting a Card 5: Fiery Glare down at the viewer. Darago figures he can do that too and strives to figure out how. Reveal mask to auto-acquire Firey Glare. Power lets me explore again

    Darago continues looking at the mural and begins to feel uneasy. There's something in the way the figure is staring that's starting to get on his nerves. Could the artists have engineered the mural to bestow the Card 6: Evil Eye on viewers? The auto-streak was fun while it lasted... Reveal Mask to add 2.

    Arcane 14: 1d10 + 8 ⇒ (10) + 8 = 18

    Darago senses the malevolent energies emenating from the mural and banishes them to else where. He prays for protection and continues on his way. Reveal Mask to Auto-Succeed Scenario Power to explore again

    Darago comes across a large sculpted sphinx. He approaches it to get a closer look when he hears a loud crack. He looks up and sees large chunks of stone falling right towards him! Encounter Card 7: Collapsing Sphinx. Reveal Mask for +2 and Estra's Neferekhu for 2 dice

    WIS 12: 3d8 + 2 ⇒ (5, 8, 2) + 2 = 17

    Estra's caged head friend calls out a warning to Darago and he's able to leap out of the way just in time. Reveal Mask to auto-succeed scenario power and explore again

    Hearing the collapse, a Card 8: Pure Legion Enforcer rushes into the room. "I swear it wasn't me! It was structurally unsound; it was only a matter of time before it fell!" Reveal Qualzar's, Estra's, and my Binder's Tomes for 3d4

    CHA 7: 1d6 + 2d4 ⇒ (4) + (3, 4) = 11

    The enforcer seems to calm down. Meanwhile Darago examines the pieces of sphinx more closely. On one of the shards, there's a strange sigil that reminds him of an Inevitable Trap Reveal Mask for +2. Reveal Estra's Neferekhu for 2 dice

    Knowledge 13: 3d10 + 8 ⇒ (3, 3, 5) + 8 = 19

    Must be a coincidence. The Enforcer shoos the group away to begin filing an incident report regarding the collapsed sphinx.

    Recharge Sands of Time Arcane 10, Reveal Mask: 1d10 + 8 ⇒ (8) + 8 = 16

    Random Location: 1d8 ⇒ 1 Caravanserai
    Random Location: 1d8 ⇒ 4 Smoking Den

    The group makes their way over to the Caravanserai to continue their shopping. They're here already, might as well...

    Location #1: Caravanserai
    At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0

    Darago prays that their cover won't be blown before taking advantage of the moment to browse around. Discard BoMoM to explore again

    Random Card: 1d10 ⇒ 2 Barrier: Baited Jewel Box

    One of the vendor's is hawking a wonderfully ornate Baited Jewel Box. The vendor offers it for free to the first person able to open it, but Darago doesn't even know where to begin...

    End turn.

    Darago wrote:

    Hand: Binder's Tome, Scroll of Thoth (Acquired), Mask of the Forgotten Pharaoh, Armor of the Sands, Fiery Glare (D, Acquired), Life Drain (D), Toxic Cloud (Acquired),

    Displayed: Memories of Violence,
    Deck: 15 Discard: 2 Buried: 1
    "Notes: Binder's Tome: +1d4 to local Combat or Non-Combat CHA.
    Toxic Cloud: Display when character encounters monster; add 1d6 and poison trait to checks vs monsters this turn. "
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    Turn Recap:
    Vault Cards 3, 4, 5 Acquired
    Vault Cards 6, 7, 8 Banished
    Vault closed, Caravanserai Built
    Caravanserai contains Baited Jewel Box


    Estra discards Blessing of Maat.

    ACHIEVEMENT UNLOCKED: Masters of Marble
    Have a full party of 6 players successfully pass their checks against a Rolling Sphere.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When setting out locations, shuffle all of the listed location cards into a location pile, then draw 1 random card from it and build that location deck.

  • Whenever there are no open locations, draw 2 random cards from the location pile. Choose 1 and banish it, then summon and build the other; shuffle in the henchman Pure Legion Enforcer. Then move all characters to that location.
  • At the start of your turn, you may recharge from your hand or bury from your discard pile any number of cards that have the Divine trait, then roll 1d6. If the result is less than the total number of cards that have the Divine trait in your hand and discard pile, summon and encounter the henchman Pure Legion Enforcer.
    Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.

    If defeated, you may immediately attempt to close the location this henchman came from.


  • To win the scenario, close 9 locations.
    =
    Additional Rules: Random Locations List (Updated)
    =
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar

    Turn: 14, 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 Monsters:

    Monster 1
    Spoiler:
    Blasphemous Priest
    Monster C
    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.

    Monster 2

    Spoiler:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Monster 3

    Spoiler:
    Elemental Arachnid
    Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 4

    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Monster 5

    Spoiler:
    Skull Ripper
    Monster 3
    Traits: Construct
    To Defeat: Combat 14
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Random Barriers:

    Barrier 1
    Spoiler:
    Lightning Storm
    Barrier C
    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.

    Barrier 2

    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.

    Barrier 3

    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.

    Barrier 4

    Spoiler:
    Dry Quicksand
    Barrier C
    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.

    Barrier 5

    Spoiler:
    Rolling Sphere
    Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.


    Random Weapons:

    Weapon 1
    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.

    Weapon 2

    Spoiler:
    Djinni Quarterstaff
    Weapon C
    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.

    Weapon 3

    Spoiler:
    Spelldagger
    Weapon C
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

    Weapon 4

    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.

    Weapon 5

    Spoiler:
    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.

    Random Spells:

    Spell 1
    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.

    Spell 2

    Spoiler:
    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.

    Spell 3

    Spoiler:
    Pillar of Life
    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4

    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    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.

    Armor 2

    Spoiler:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Armor 3

    Spoiler:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 4

    Spoiler:
    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.

    Armor 5

    Spoiler:
    Armored Coat
    Armor C
    Traits: Heavy Armor Elite
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Random Items:

    Item 1
    Spoiler:
    Lottery Urn
    Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

    Item 2

    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.

    Item 3

    Spoiler:
    Healer's Kit
    Item B
    Traits: Tool Healing
    To Acquire: Wisdom Survival Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 4

    Spoiler:
    Effigy of Maat
    Item 2
    Traits: Trigger Object Magic Maat
    To Acquire: Constitution Fortitude Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

    Item 5

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

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    Basif Iosep
    Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Fire Gecko
    Ally C
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 4

    Spoiler:
    Bal Themm
    Ally 2
    Traits: Human Cleric
    To Acquire: CharismaDiplomacy 10
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

    Ally 5

    Spoiler:
    Cleric of Nethys
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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.

    Blessing 3

    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.

    Blessing 4

    Spoiler:
    Blessing of the Elements
    Blessing C
    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.

    Blessing 5

    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: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Skizza

    Spoiler:
    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.

    Blessings Deck Card 2 - Turn 2 Estra

    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.

    Blessings Deck Card 3 - Turn 3 Cogsnap

    Spoiler:
    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 Deck Card 4 - Turn 4 Lini

    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.

    Blessings Deck Card 5 - Turn 5 Darago

    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.

    Blessings Deck Card 6 - Turn 6 Qualzar

    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.

    Blessings Deck Card 7 - Turn 7 Skizza

    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.

    Blessings Deck Card 8 - Turn 8 Estra

    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.

    Blessings Deck Card 9 - Turn 9 Cogsnap

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessings Deck Card 10 - Turn 10 Lini

    Spoiler:
    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.

    Blessings Deck Card 11 - Turn 11 Darago

    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.

    Blessings Deck Card 12 - Turn 12 Qualzar

    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.

    Blessings Deck Card 13 - Turn 13 Skizza

    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.

    Blessings Deck Card 14 - Turn 14 Estra

    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.

    Blessings Deck Card 15 - Turn 15 Cogsnap

    Spoiler:
    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 Deck Card 16 - Turn 16 Lini

    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.

    Blessings Deck Card 17 - Turn 17 Darago

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 19 - Turn 19 Skizza

    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.

    Location #1: Canny Jackal
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 3:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Location #3: Tooth and Hookah
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Surgery
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Great Library of Tephu
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Pleasure Barge
    Closed
    At This Location (Open): At the end of your turn, you may recharge a card 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 #7: Vault of Hidden Wisdom
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Caravanserai
    At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Lini/Bigguyinblack, Darago/AAUGHWHY, (Baited Jewel Box)

    Caravanserai Card 1:
    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.
    Caravanserai Card 2:
    Armor of the Sands
    Armor C
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Caravanserai Card 3:
    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.
    Caravanserai Card 4:
    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.

    Caravanserai Card 5:
    Jet of Anubis
    Item 4
    Traits: Object Magic Anubis
    To Acquire: Charisma Diplomacy Stealth 11
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.
    Caravanserai Card 6:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.
    Caravanserai Card 7:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Caravanserai Card 8:
    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.
    Caravanserai Card 9:
    Pure Legion Enforcer
    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Caravanserai Card 10:
    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.


  • Male Gnome Sorcerer/Impeller Deck Handler

    Elements o’clock
    Divine cards 4: 1d6 ⇒ 5
    Giving Caustic Fog to Estra

    Caustic Fog:
    Spell 3
    Traits: Magic Divine Acid
    To Acquire: Wisdom Divine 11
    Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.

    Qualzar finally got the opportunity to show Estra the spell he’d found. “You could reform your ghost husband into a green blob!” The gnome scampered off to examine the caravans before the spiritualist could reply, which was likely best for Qualzar, Estra, and Honaire.

    Exploring Caravanserai 1: Shocking Scimitar +2

    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.

    Qualzar cannot make a STR/Melee 11 check. Shocking Scimitar +2 is banished
    The sorcerer found a cache of Pure Legion scimitars. A simple adjustment would make their wielders feel an unexpected jolt!

    Discarding Blessing of Pharasma to explore Caravanserai 2: Armor of the Sands

    Armor of the Sands:
    Armor C
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Revealing Binder’s Tome. Darago and Estra reveal Binder’s Tomes.
    Arcane 8: 1d10 + 4 + 1d4 + 1d4 + 1d4 ⇒ (6) + 4 + (1) + (3) + (1) = 15
    Armor of the Sands is acquired
    The next caravan had some armor that would let Qualzar blend in with the desert sand. The sorcerer didn’t think twice about picking up a gnome-sized outfit.

    Ending turn. Resetting hand

    Qualzar wrote:

    Hand: Armor of the Sands, Blessing of Abadar, Ice Storm, Swipe, Frost Ray, Binder's Tome, Allying Dart +1,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Notes:
    Ask before using: Blessing of Abadar (+1 die/+2 dice to defeat barrier); Swipe (-3 to Combat difficulty)
    Can use without asking: Blessing if would recharge; Blessing for Boon 4; Binder's Tome (+1d4 and Mental to Combat/CHA at my location); Allying Dart +1 (recharge for +1d4+1 to Combat at my location)

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic 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.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3

    The Exchange

    Deck Handler

    No contraband here...well divine contraband at least. Just 1 in discard.

    Reveal Tetisurah to shuffle Navigator Musket +1 and Shock Musket +1 into deck and reset hand.

    Explore Card 3: Magic Carpet & Lottery Urn (Random Item 1)

    Spoiler:

    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.

    Craft 9: 1d10 + 1 + 1 ⇒ (10) + 1 + 1 = 12 Acquired.

    Discard Master Gunner to Explore Card 4: Embalming Fluid & Brilliance of Ra (Random Item 2)

    Spoiler:

    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.

    Craft 7: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11

    Discard Blessing of Sivanah to Explore Card 5: Jet of Anubis & Healer's Kit (Random Item 3)

    Spoiler:

    Item 4
    Traits: Object Magic Anubis
    To Acquire: Charisma Diplomacy Stealth 11
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Reveal 3 Binder's Tome. Recharge Blessing of Alkenstart (1d8).
    Charisma 11: 1d6 + 1d8 + 3d4 ⇒ (4) + (1) + (1, 4, 3) = 13 Acquired.

    End Turn. Reset Hand.

    After cowering in his new hidey-hole for awhile the ratfolk scurries out to catch up to the group finding they found a caravanserai to rest at. With all the caravans stopping there were ample shinies to collect so he got to work nabbing souvenirs to share with his now...furless warren members.

    First he passed a wagon loaded with tapestries and cloth so he pulled on one but it pulled back...

    "What?! Rugs don't...uh...don't try to not get nabbed. Come're!" he grabbed the corner and ran pulling it loose as they both went tumbling. Before he knew it he was wrestling with the carpet till i got on top and it started to fly away with him.

    "Skizza is sorry! Don't drops...I am scared of heights...oh wait let's go over there that wagon is loaded with stuff." and apparently the apology worked as the carpet listened after thwacking the ratfolk a few times with it's corner tassels.

    Their spree of...extended borrowing got them an orb of foul liquid and a mysterious object that he hoped the others would know what to do with. Speaking of the others they spotted them shortly after.

    "Meet new warren member...or carpet. Both?" he introduces his mount.

    Skizza wrote:

    Hand: Dragon Pistol +1, Jet of Anubis, Tetisurah, Adamantine Bullets, Magic Carpet, Embalming Fluid,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Notes: DP+1: Recharge to 1d6 and card's traits to combat check at my location. Blessing of Shizuru/+1 die (recharges if top blessing has STR acquire). Game of Afterlife to banish curse.
    Sideboard cards:

    Silver Crusade

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

    Off Turn: Qualzar hands Estra Caustic Fog.

    Estra glares at the gnome as he flees. He's a brave - if foolish - little devilspawn, she'll give him that.

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

    Scenario Power (Divine Cards: 4): 1d6 ⇒ 3 -> Estra is caught with contraband, and summons and encounters Pure Legion Enforcer.

    Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Estra attempts the Diplomacy check to defeat.
    The difficulty to defeat is increased by 3.
    Estra, Darago and Qualzar all reveal Binder's Tomes to each add 1d4.

    Diplomacy 10: 1d10 + 5 + 3d4 ⇒ (1) + 5 + (4, 2, 4) = 16 -> Pass.
    Pure Legion Enforcer defeated.

    Regardless, Estra finds what she thought was a secluded spot to test the magic he demonstrated. It would be no good to her if she flubbed a casting of it when it mattered. Unfortunately, an enforcer of the Pure Legion steps out from the shadows of the alley she'd ducked into, calling her to halt and submit to arrest.

    "Divine Magic!? Oh dear, is that what this is? I was just given this trinket by some gnomish fellow - a magical medicine for my aching bones, officer, such that the scoundrel had claimed. You wouldn't understand, a sprightly young fellow such as yourself, but this body just isn't what it used to be. Ah, walking can be so hard even now..." Estra feigns wobbling on her cane, and quietly works some compulsion magics to make the enforcer more susceptible to her wiles. She realizes she's laying her feigned shock on too thick. Clumsy. It had been so long since she had to talk her way out of an arrest.

    Fortunately - as much for the enforcer as for her - the officer relents, and let Estra go on her way. Once he leaves, she breathes a sigh of relief under her breath, hobbling further up the streets.

    Estra gives Elemental Mastery to Qualzar. (Feel free to hand it back if you want, I'm just clearing cards from my hand before reset.)

    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.

    As she walks, Estra quietly feels through her packs to ensure that the contraband she's carrying is secure and well-concealed. Too well concealed, perhaps... she's unable to find some of it, as she's pressing and feeling around. She frowns. She's sure she put it there; she's not that old that she's forgetting things yet, is she? Then she curses, confirming that one of her magical scrolls is entirely missing, and suspecting the culprit immediately.

    'Qualzar. That thieving, grubby little-! He'd better not be getting up to more trouble with that spell.'

    Estra cannot move, and examines the top card of her location deck with her power.
    Caravanserai Card 6: Terhk Fourwinds

    Estra discards Sunrod to encounter Terhk Fourwinds, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.

    Caravanserai Card 6: Terhk Fourwinds:

    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.
    Estra, Darago and Qualzar all reveal Binder's Tomes to each add 1d4.
    Diplomacy 7: 1d10 + 5 + 3d4 ⇒ (5) + 5 + (3, 1, 3) = 17 -> Pass.
    Terhk Fourwinds defeated.

    Estra finds a rather large storefront featuring multiple hired guards. She takes the time to approach an official-looking Half-Orc guard in their midst, striking up conversation. The man - Terhk - seems all to happy to chat with the kind old woman, as she fusses over how long he works in the sun. Does he get enough shade? Does he get time to eat and drink? Is he paid enough? Does he have to stand all day? Terhk is friendly and jovial, and remarkably funny - Estra finds herself smiling with him as they chat. She quickly infers that, no different to much of Golarion, Rahadoum features no shortage of prejudice against his kind, and she's happy to do her part to make his day a little less miserable.

    He insists upon taking his break time to escort her to her destination, and she accepts his offer. They continue chatting as he directs her down streets she didn't realize existed, and manages to avoid every crowd or blocked areas to reach the edge of this mercantile district faster than she could have ever achieved on her own.

    Estra takes her free exploration.

    Caravanserai Card 7: Ambush:

    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Perception 13: 3d10 + 4 ⇒ (3, 3, 5) + 4 = 15 -> Ambush defeated.
    Estra autopasses the check against Neferekhu with the assistance of Darago and Qualzar's Binders' Tomes.

    Estra explores again from Ambush's power.

    Caravanserai Card 8: 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.
    That's basically impossible for Estra - Difficulty 10 (at least) with a 1d4.
    Estra fails to defeat the Baited Jewel Box. It has no consequence for failure, and is shuffled back into the Caravanserai.

    Estra discards Terhk Fourwinds to explore again.
    Caravanserai Card #: 1d3 + 7 ⇒ (1) + 7 = 8

    Caravanserai Card 8: 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.
    Oy, what a waste.
    Estra fails to defeat the Baited Jewel Box. It has no consequence for failure, and is shuffled back into the Caravanserai.

    Reaching a jewelers' storefront on the fringe of the district, Estra thanks her guide for his assistance and farewells the guard; not wishing to get him in trouble either for staying too long or if the Pure Legion accost her again.

    Estra ends her turn and resets her hand.

    Estra wrote:

    Hand: Neferekhu, Honaire, Binder's Tome, Caustic Fog, Mindblade, Idorii,

    Displayed:
    Deck: 14 Discard: 7 Buried: 1
    Notes: Neferekhu can and should always be revealed to add 2 dice to any noncombat Wisdom or Knowledge checks.
    Binder's Tome can and should always be revealed to add 1d4 to any Charisma or Combat check (against a non-Mental-Immune foe). We have 3 in total now.

    Caustic Fog or Idorii may assist with combat checks in an emergency, though I would rather spend neither if I can help it.

    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 [X] +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: 3


    Nice, another Item 4 acquired by Skizza!
    Qualzar was handed Elemental Mastery.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When setting out locations, shuffle all of the listed location cards into a location pile, then draw 1 random card from it and build that location deck.

  • Whenever there are no open locations, draw 2 random cards from the location pile. Choose 1 and banish it, then summon and build the other; shuffle in the henchman Pure Legion Enforcer. Then move all characters to that location.
  • At the start of your turn, you may recharge from your hand or bury from your discard pile any number of cards that have the Divine trait, then roll 1d6. If the result is less than the total number of cards that have the Divine trait in your hand and discard pile, summon and encounter the henchman Pure Legion Enforcer.
    Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.

    If defeated, you may immediately attempt to close the location this henchman came from.


  • To win the scenario, close 9 locations.
    =
    Additional Rules: Random Locations List (Updated)
    =
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar

    Turn: 17, 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 Monsters:

    Monster 1
    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.

    Monster 2

    Spoiler:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Monster 3

    Spoiler:
    Giant Crocodile
    Monster 3
    Traits: Animal Elite
    To Defeat: Combat 18
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

    Monster 4

    Spoiler:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Monster 5

    Spoiler:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    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.

    Barrier 3

    Spoiler:
    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.

    Barrier 4

    Spoiler:
    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.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    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.

    Weapon 2

    Spoiler:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3

    Spoiler:
    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.

    Weapon 4

    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.

    Weapon 5

    Spoiler:
    Spellsword +2
    Weapon 4
    Traits: Sword Melee Slashing Magic
    To Acquire: Strength Melee Arcane Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Random Spells:

    Spell 1
    Spoiler:
    Find Traps
    Spell B
    Traits: Magic Divine
    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.

    Spell 2

    Spoiler:
    Symbol of Pain
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Spell 3

    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.

    Spell 4

    Spoiler:
    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    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.

    Armor 2

    Spoiler:
    Armored Coat
    Armor C
    Traits: Heavy Armor Elite
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 3

    Spoiler:
    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.

    Armor 4

    Spoiler:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Armor 5

    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.

    Random Items:

    Item 1
    Spoiler:
    Staff of Revelations
    Item 3
    Traits: Staff Magic Arcane
    To Acquire: Intelligence Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
    At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Item 2

    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.

    Item 3

    Spoiler:
    Mummified Cat
    Item 1
    Traits: Object Magic Mummy
    To Acquire: Wisdom Divine Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

    Item 4

    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 5

    Spoiler:
    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.

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    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.

    Ally 3

    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.

    Ally 4

    Spoiler:
    Idorii
    Ally 1
    Traits: Half-Elf Fighter
    To Acquire: Melee Charisma Diplomacy 9
    If you fail to acquire this card, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

    Ally 5

    Spoiler:
    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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.

    Blessing 3

    Spoiler:
    Blessing of Bastet
    Blessing C
    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.

    Blessing 4

    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.

    Blessing 5

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    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: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

    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.

    Blessings Deck Card 2 - Turn 2 Darago

    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.

    Blessings Deck Card 3 - Turn 3 Qualzar

    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.

    Blessings Deck Card 4 - Turn 4 Skizza

    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.

    Blessings Deck Card 5 - Turn 5 Estra

    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.

    Blessings Deck Card 6 - Turn 6 Cogsnap

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessings Deck Card 7 - Turn 7 Lini

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Darago

    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.

    Blessings Deck Card 9 - Turn 9 Qualzar

    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.

    Blessings Deck Card 10 - Turn 10 Skizza

    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.

    Blessings Deck Card 11 - Turn 11 Estra

    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.

    Blessings Deck Card 12 - Turn 12 Cogsnap

    Spoiler:
    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 Deck Card 13 - Turn 13 Lini

    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.

    Blessings Deck Card 14 - Turn 14 Darago

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Skizza

    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.

    Location #1: Canny Jackal
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 3:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Location #3: Tooth and Hookah
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Surgery
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Great Library of Tephu
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Pleasure Barge
    Closed
    At This Location (Open): At the end of your turn, you may recharge a card 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 #7: Vault of Hidden Wisdom
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Caravanserai
    At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Lini/Bigguyinblack, Darago/AAUGHWHY, (Baited Jewel Box)

    Caravanserai Card 1:
    Pure Legion Enforcer
    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Caravanserai 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.
    Caravanserai Card 3:
    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.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn, Blessing of Isis. Cogsnap will choose not to move.
    No divine cards in my hand so no rolling for contraband.

    As the Gnome finally breaks away from the others he stares around at where he has wound up.

    "We're Back at the MARKET? We went from market to some undeground crypts to a pleasure barge to a trap-filled dungeon to who knows where, to BACK TO THE MARKET?!?!?" he says in exasperation.

    Explore-Pure Legion Enforcer
    "There they are, the group of six with three gnomes!" shouts a pure legion enforcer. Cogsnap throws his hands up in the air. "Because of COURSE they still find us! Why wouldn't they?" As he says this, Cogsnap throws his his Chakrum at several of the caravansari stalls, hoping the collapsing awnings will cover their escape.

    Choose combat check, reveal Galvanic Chakrum +1. I think we are up to 3 binder's tomes now?
    Combat 13 vs. 1d10+3(dex)+1(ranged)+1d8+1(Chakrum+1)+3d4(3 binder's tomes): 1d10 + 3 + 1 + 1d8 + 1 + 3d4 ⇒ (5) + 3 + 1 + (7) + 1 + (4, 2, 3) = 26
    Defeated enemy means I recharge Corosive Dagger +1 for a random alchemical item from the box-Canteen. I'll then Banish said canteen (I already have one displaye, it is a B item) in order to close the location. Draw two cards choose one-Staff of Revelations or Mumified cat. Choose staff of revelations.

    As the party starts running again while the legaionaire tries to untangle himself from the cloth, cogsnap grabs a nearby canteen from a stall and tosses it, beaning the guard in the head and stunning him long enough for the group to run past.

    choosing new location: 2d4 ⇒ (2, 4) = 6
    Precinct of Left Eyes or warehouse. I'll choose warehouse. I'll also end my turn as we have 13 turns left and have, like already completed 7 locations.

    <Cogsnap> wrote:

    Hand: Galvanic Chakrum +1, Twitch Tonic-MM, Alchemist's Fire-Alpha, Bone Lamellar, Acid Flask, Twitch Tonic, Staff of Revelations,

    Displayed: Alchemist's Kit, Canteen,
    Deck: 6 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 [X]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.


    You're on the second-last location left to close. After the Warehouse, you'll only have a choice left between the following 2 locations, as everything else has been built or banished:

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

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

    If the party's certain of which location they'd prefer, I can just summon and build it in the next update.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When setting out locations, shuffle all of the listed location cards into a location pile, then draw 1 random card from it and build that location deck.

  • Whenever there are no open locations, draw 2 random cards from the location pile. Choose 1 and banish it, then summon and build the other; shuffle in the henchman Pure Legion Enforcer. Then move all characters to that location.
  • At the start of your turn, you may recharge from your hand or bury from your discard pile any number of cards that have the Divine trait, then roll 1d6. If the result is less than the total number of cards that have the Divine trait in your hand and discard pile, summon and encounter the henchman Pure Legion Enforcer.
    Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.

    If defeated, you may immediately attempt to close the location this henchman came from.


  • To win the scenario, close 9 locations.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar

    Turn: 18, Lini/Bigguyinblack
    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 Monsters:

    Monster 1
    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.

    Monster 2

    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.

    Monster 3

    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Monster 4

    Spoiler:
    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.

    Monster 5

    Spoiler:
    Elder Ice Elemental
    Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Random Barriers:

    Barrier 1
    Spoiler:
    Grave Goods
    Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Barrier 2

    Spoiler:
    Blast Glyph
    Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 3

    Spoiler:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Barrier 4

    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.

    Barrier 5

    Spoiler:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Random Weapons:

    Weapon 1
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2

    Spoiler:
    Cat's Claws
    Weapon C
    Traits: Accessory Melee Piercing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

    Weapon 3

    Spoiler:
    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 you roll.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Weapon 4

    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.

    Weapon 5

    Spoiler:
    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 another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

    Random Spells:

    Spell 1
    Spoiler:
    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.

    Spell 2

    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.

    Spell 3

    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.

    Spell 4

    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    Spoiler:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2

    Spoiler:
    Vented Plate Mail
    Armor C
    Traits: Heavy Armor Elite
    To Acquire: Constitution Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 3

    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.

    Armor 4

    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.

    Armor 5

    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.

    Random Items:

    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2

    Spoiler:
    Djinn Favor Amulet
    Item 1
    Traits: Accessory Magic Healing
    To Acquire: Constitution Fortitude 4 OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    Item 3

    Spoiler:
    Ghost Battling Ring
    Item C
    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.

    Item 4

    Spoiler:
    Effigy of Maat
    Item 2
    Traits: Trigger Object Magic Maat
    To Acquire: Constitution Fortitude Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

    Item 5

    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.

    Random Allies:

    Ally 1
    Spoiler:
    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.

    Ally 2

    Spoiler:
    Stained Glass Elemental
    Ally B
    Traits: Elemental Electricity Veteran
    To Acquire: Charisma Survival Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Ally 3

    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.

    Ally 4

    Spoiler:
    Unwrapped Harmony
    Ally 2
    Traits: Trigger Caligni Oracle
    To Acquire: Perception Charisma Diplomacy 11
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Ally 5

    Spoiler:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of the 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.

    Blessing 2

    Spoiler:
    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.

    Blessing 3

    Spoiler:
    Blessing of the Elements
    Blessing C
    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.

    Blessing 4

    Spoiler:
    Blessing of Pharasma
    Blessing C
    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.

    Blessing 5

    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.

    Top of Blessing Discard Pile:

    Blessing of the Ancients:
    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.

    Blessings Remaining: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

    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.

    Blessings Deck Card 2 - Turn 2 Qualzar

    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.

    Blessings Deck Card 3 - Turn 3 Skizza

    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.

    Blessings Deck Card 4 - Turn 4 Estra

    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.

    Blessings Deck Card 5 - Turn 5 Cogsnap

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessings Deck Card 6 - Turn 6 Lini

    Spoiler:
    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.

    Blessings Deck Card 7 - Turn 7 Darago

    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.

    Blessings Deck Card 8 - Turn 8 Qualzar

    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.

    Blessings Deck Card 9 - Turn 9 Skizza

    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.

    Blessings Deck Card 10 - Turn 10 Estra

    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.

    Blessings Deck Card 11 - Turn 11 Cogsnap

    Spoiler:
    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 Deck Card 12 - Turn 12 Lini

    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.

    Blessings Deck Card 13 - Turn 13 Darago

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Skizza

    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.

    Location #1: Canny Jackal
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 3:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Location #3: Tooth and Hookah
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Surgery
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Great Library of Tephu
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Pleasure Barge
    Closed
    At This Location (Open): At the end of your turn, you may recharge a card 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 #7: Vault of Hidden Wisdom
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Caravanserai
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #9: Warehouse
    At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Lini/Bigguyinblack, Darago/AAUGHWHY

    Warehouse Card 1:
    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.
    Warehouse Card 2:
    Pure Legion Enforcer
    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Warehouse Card 3:
    Mumia
    Item 2
    Traits: Liquid Alchemical Mummy
    To Acquire: Intelligence Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Warehouse Card 4:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Warehouse Card 5:
    Advocate's Armor
    Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 6:
    Enchanter
    Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Warehouse Card 7:
    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.
    Warehouse Card 8:
    Thunder Lizard
    Monster 3
    Traits: Dragon Electricity
    To Defeat: Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Warehouse Card 9:
    Ring of the Grasping Grave
    Item 3
    Traits: Accessory Magic Pharasma
    To Acquire: Arcane Divine Knowledge 12
    Reveal this card to add 1d4 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, add 1d4 plus twice the adventure deck number instead.
    Warehouse Card 10:
    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.


  • Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    contraband on 5 or lower: 1d6 ⇒ 3

    It's a fair cop.

    "Good evening officer. As we were patrolling this warehouse we found some contraband. I assure you they will be dealt with as soon as we are done. Wouldn't want to trouble you."

    charisma 7 +3 revealing crow and 3 binder's tomes: 1d8 + 4d4 + 3 ⇒ (5) + (3, 1, 2, 1) + 3 = 15

    As the enforcer wanders away Lini moves on.

    Warehouse Card 1: 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.

    wisdom 8 +8 revealing Neferekhu and Crow: 3d10 + 1d4 + 7 ⇒ (1, 7, 8) + (4) + 7 = 27

    Lini does a quick check by casting Detect Undead. auto recharge.

    No undead nearby but clearly the Pure Legion Enforcers are out in force.

    Gonna take a risk and recharge Crow to explore.

    Warehouse Card 2: Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    "It's fine officer. We are Pathfinder's and are supposed to be here."

    charisma 7 +3 aided by 3 binder's tomes: 1d8 + 3d4 ⇒ (2) + (2, 4, 1) = 9

    Use one of my die bumps to make that a 10.

    They wander off but lock the door. Presumably thinking we have the key. After a few moments Lini sighs as she melts off the lock so we can escape.

    Disable of 4 +4 casting and recharging Fire Snake and revealing Neferekhu: 3d10 + 5 ⇒ (1, 2, 7) + 5 = 15

    On to the...

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

    On the way Lini will heal herself.

    cast and auto recharge cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2

    Discarding Holy Javelin and refreshing hand.

    Lini wrote:

    Hand: Detect Undead aq, Shattertouch Shotel +2 trader, Divine Blaze, Crow, Channel the Gift, Sun Falcon Pectoral loot,

    Displayed:
    Deck: 14 Discard: 4 Buried: 0
    "Notes: Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand.

    Location: Dye Market"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>


    Last location!

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When setting out locations, shuffle all of the listed location cards into a location pile, then draw 1 random card from it and build that location deck.

  • Whenever there are no open locations, draw 2 random cards from the location pile. Choose 1 and banish it, then summon and build the other; shuffle in the henchman Pure Legion Enforcer. Then move all characters to that location.
  • At the start of your turn, you may recharge from your hand or bury from your discard pile any number of cards that have the Divine trait, then roll 1d6. If the result is less than the total number of cards that have the Divine trait in your hand and discard pile, summon and encounter the henchman Pure Legion Enforcer.
    Pure Legion Enforcer:

    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.

    If defeated, you may immediately attempt to close the location this henchman came from.


  • To win the scenario, close 9 locations.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar

    Turn: 19, Darago/AAUGHWHY
    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 Monsters:

    Monster 1
    Spoiler:
    Elder Ice Elemental
    Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Monster 2

    Spoiler:
    Bonestorm
    Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Monster 3

    Spoiler:
    Girtablilu Ranger
    Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 4

    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.

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    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.

    Barrier 2

    Spoiler:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Barrier 3

    Spoiler:
    Lightning Storm
    Barrier C
    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.

    Barrier 4

    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.

    Barrier 5

    Spoiler:
    Dry Quicksand
    Barrier C
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Mace of Ruin
    Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 2

    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.

    Weapon 3

    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.

    Weapon 4

    Spoiler:
    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.

    Weapon 5

    Spoiler:
    Fate Blade
    Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:

    Spell 1
    Spoiler:
    Corrosion
    Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 2

    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.

    Spell 3

    Spoiler:
    Symbol of Pain
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 2

    Spoiler:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Armor 3

    Spoiler:
    Advocate's Armor
    Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 4

    Spoiler:
    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.

    Armor 5

    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.

    Random Items:

    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2

    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 3

    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.

    Item 4

    Spoiler:
    Wand of Scorching Ray
    Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5

    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.

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    Mahga Threefingers
    Ally B
    Traits: Half-Orc Ranger
    To Acquire: Charisma Diplomacy 8
    Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

    Ally 3

    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.

    Ally 4

    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.

    Ally 5

    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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.

    Blessing 3

    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.

    Blessing 4

    Spoiler:
    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.

    Blessing 5

    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.

    Top of Blessing Discard Pile:

    Blessing of Wadjet:
    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.

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Qualzar

    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.

    Blessings Deck Card 2 - Turn 2 Skizza

    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.

    Blessings Deck Card 3 - Turn 3 Estra

    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.

    Blessings Deck Card 4 - Turn 4 Cogsnap

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessings Deck Card 5 - Turn 5 Lini

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Darago

    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.

    Blessings Deck Card 7 - Turn 7 Qualzar

    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.

    Blessings Deck Card 8 - Turn 8 Skizza

    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.

    Blessings Deck Card 9 - Turn 9 Estra

    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.

    Blessings Deck Card 10 - Turn 10 Cogsnap

    Spoiler:
    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 Deck Card 11 - Turn 11 Lini

    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.

    Blessings Deck Card 12 - Turn 12 Darago

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Skizza

    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.

    Location #1: Canny Jackal
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 3:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Location #3: Tooth and Hookah
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Surgery
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Great Library of Tephu
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Pleasure Barge
    Closed
    At This Location (Open): At the end of your turn, you may recharge a card 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 #7: Vault of Hidden Wisdom
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Caravanserai
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #9: Warehouse
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #10: Dye Market
    At This Location (Open): When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Lini/Bigguyinblack, Darago/AAUGHWHY

    Dye Market Card 1:
    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.
    Dye Market Card 2:
    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.
    Dye Market Card 3:
    Pard
    Ally C
    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.
    Dye Market Card 4:
    Pure Legion Enforcer
    Henchman 4
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dye Market Card 5:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Dye Market Card 6:
    Anubis Staff
    Item 1
    Traits: Staff Attack Magic Arcane Divine Anubis
    To Acquire: Arcane Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Dye Market Card 7:
    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.
    Dye Market Card 8:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Dye Market Card 9:
    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.
    Dye Market Card 10:
    Quicksand Bunyip
    Monster C
    Traits: Trigger Bunyip
    To Defeat: Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.


  • Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    Caught with Contraband? 3 Divine cards: 1d6 ⇒ 4

    Darago follows the rest of his team through the Dye Market. He sees a well-constructed Card 1 Javelin of Lightning for sale, but he's not really one for throwing things, too much effort. He passes it by. Auto-Fail check to acquire the Javelin

    No extra explores... Discard Scroll of Thoth and end turn.

    Darago wrote:

    Hand: Binder's Tome, Ice and Fire, Mask of the Forgotten Pharaoh, Armor of the Sands, Fiery Glare (D, Acquired), Life Drain (D), Toxic Cloud (Acquired),

    Displayed:
    Deck: 14 Discard: 3 Buried: 1
    "Notes: Binder's Tome: +1d4 to local Combat or Non-Combat CHA.
    Toxic Cloud: Display when character encounters monster; add 1d6 and poison trait to checks vs monsters this turn. "
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 1: Ra o'clock
    Divine cards 8: 1d6 ⇒ 1
    Summoning Pure Legion Enforcer. Evading as an Arcane Mental spell
    Finally Qualzar got the attention of one of the enforcers. "Halt, infidel!" The sorcerer snickered and cast hold person on the enforcer, freezing him in place. "Done!"

    Exploring Dye Market 2: Mystic Silk Coat

    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.

    Qualzar cannot make a CON/Fortitude 8 check. Mystic Silk Coat is banished
    The gnome provoked the enforcer further. "Now, to finish you off... but what's this blue silk coat? It does look marvelous, but your blood might stain it. Does it come in red? Ah, yes! Oh, but it clashes with my eyes. Maybe the orange is a nice compromise..." The guard could do nothing but watch the gnome try on article of clothing after article of clothing, until... "Nah, I'll wait until there's a sale."

    Discarding Blessing of Abadar to explore Dye Market 3: Pard

    Pard:
    Ally C
    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.

    Revealing Binder's Tome. Darago and Estra reveal Binder's Tomes
    CHA 10: 1d10 + 2 + 1d4 + 1d4 + 1d4 ⇒ (5) + 2 + (1) + (2) + (3) = 13
    Pard is acquired
    "On the other hand, this leopard skin shirt?" The gnome donned an especially garish eyesore of an outfit. The held enforcer was unable to shut his eyes or look away.

    Ending turn. Discarding Frost Ray

    Qualzar wrote:

    Hand: Armor of the Sands, Pard, Ice Storm, Swipe, Binder's Tome, Allying Dart +1, Elemental Mastery,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Notes:
    Ask before using: Swipe (-3 to Combat difficulty)
    Can use without asking: Blessing if would recharge; Blessing for Boon 4; Binder's Tome (+1d4 and Mental to Combat/CHA at my location); Allying Dart +1 (recharge for +1d4+1 to Combat at my location); Elemental Mastery (+1d10 to defeat monster invoking Acid, Cold, Electricity, Elemental, Fire, Poison at my location/+3 dice to acquire ally invoking Acid, Cold, Electricity, Elemental, Fire, Poison at my location)

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic 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.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Presumably this was one of Qualzar's little jokes and not an actual murdering an animal to wear it's fur. In front of a druid.

    The Exchange

    Deck Handler

    Start of Turn: Bury Blessing of Shizuru to avoid Contraband check (1 Divine card).

    Start of Turn: Reveal Tetisurah to shuffle in everything but Tetisurah and Dragon Pistol +1 and reset hand

    Skizza wrote:

    Hand: Dragon Pistol +1, Ushabti of the Willing Servant, Blessing of Alkenstar 2, Masterwork Tools, Tetisurah, Blessing of Alkenstar 1,

    Displayed: Adamantine Bullets,
    Deck: 8 Discard: 5 Buried: 1
    Notes:
    Sideboard cards:

    Free Exploration Card 4: Pure Legion Enforcer

    Reveal Dragon Pistol +1. Bury Ushabti of The Willing Servant
    Combat 13: 1d10 + 2 + 2 + 1d6 + 1 + 1d8 ⇒ (3) + 2 + 2 + (2) + 1 + (6) = 16
    Reload: 1d12 ⇒ 10
    Craft 8: 1d10 + 1 + 1 ⇒ (4) + 1 + 1 = 6

    Discard Blessing of Alkenstar 1 to Explore Card 5: Ubashki Swarm
    Reveal Dragon Pistol +1
    Combat 8: 1d10 + 2 + 2 + 1d6 + 1 ⇒ (9) + 2 + 2 + (1) + 1 = 15
    Reload: 1d12 ⇒ 2
    Reveal Dragon Pistol +1
    Combat 8: 1d10 + 2 + 2 + 1d6 + 1 ⇒ (7) + 2 + 2 + (4) + 1 = 16
    Reload: 1d12 ⇒ 4

    Discard Tetisurah to Explore Card 6: Anubis Staff
    Can't Acquire.

    Discard Blessing of Alkenstar 2 to Explore Card 7: Poison Blade Trap
    Recharge Masterwork Tools to defeat barrier.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Dragon Pistol +1, Scarab Buckler, Blessing of Calistria, Magic Carpet, Navigator Musket +1, Hand Cannon,

    Displayed: Adamantine Bullets,
    Deck: 4 Discard: 8 Buried: 2
    Notes: DP+1: Recharge to 1d6 and card's traits to combat check at my location.
    Sideboard cards:

    Silver Crusade

    Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
    RotRL Lini wrote:
    Presumably this was one of Qualzar's little jokes and not an actual murdering an animal to wear it's fur. In front of a druid.

    I'm going to make the same assumption, though I will also point out that he mocked Estra's dead husband right in front of her, like, two turns ago. Chaotic Evil and a low Wisdom score! XD

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

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

    Scenario Power (Divine Cards: 3): 1d6 ⇒ 5 -> Estra is not caught with contraband.

    Estra snaps her fingers, causing the Enforcer stuck immobile by Qualzar's magics to be freed from the spell and pass out. With any luck, he won't remember what happened. She summons Honaire to grab Qualzar by the should, forcefully dragging the gnome behind her as the party leaves the last traces of the city behind.

    Estra winces, hearing the familiar gunshots of her associate ratfolk. There's a brief silence. Someone screams. Panic begins to spread. The crowd starts turning into a fearful mob.

    Estra cannot move, and examines the top card of her location deck with her power.

    Dye Market Card 8: Steel Ibis Lamellar:

    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Estra discards Caustic Fog to encounter the Steel Ibis Lamellar, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.
    Estra places Honaire on top of her deck to add 1d6+4 to her Constitution check.
    Constitution 9: 1d6 + 1d6 + 1d6 + 3 ⇒ (5) + (6) + (4) + 3 = 18 -> Steel Ibis Lamellar acquired

    People start to move, run. Enforcers nearby shout. Estra curses and runs as best as she's able - drawing on Honaire's strength to briefly restore her strength and health to that of her youth. Behind her, Qualzar unashamedly takes his pick of the fine armors abandoned by fearful merchants as the panic breeds more panic - evacuating the market as a couple of enforcers lay dead and bleeding from their gunshot wounds.

    Estra takes her free exploration.

    Dye Market Card 9: 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: 1d6 ⇒ 3 -> Failed. Crocodile Skin Lamellar banished.

    Estra discards Idorii to explore again, adding 2d4 to her combat checks during this exploration.

    Dye Market Card 10: Quicksand Bunyip:

    Monster C
    Traits: Trigger Bunyip
    To Defeat: Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Estra discards Mindblade to use her Perception Skill +1d12 for combat, with an added reroll option.
    Binder's Tomes are revealed across the party for +3d4.
    Idorii adds 2d4.

    Combat 12 (Perception): 1d10 + 4 + 1d12 + 5d4 ⇒ (4) + 4 + (7) + (3, 4, 3, 3, 1) = 29 -> Quicksand Bunyip defeated, Estra draws a card (Honaire) for passing a combat check.

    Some merchant's bizarre, monstrous 'pet' seems to have broken free in the chaos! Estra slashes at it with a psychic blade, as the party flees the city outskirts - the panicking mobs now an advantage as they slow and distract any pursuit!

    Estra ends her exploration step, and attempts to close her empty location.
    Estra chooses Loot, Armor and Item card types, and recharges Neferekhu, Steel Ibis Lamellar and Binder's Tome to fulfill the three card type requirements to close Dye Market..

    9 locations are closed; scenario over. We win!

    Estra wrote:

    Hand: Neferekhu, Honaire, Binder's Tome, Steel Ibis Lamellar,

    Displayed:
    Deck: 14 Discard: 10 Buried: 1
    Notes: We win!


    COMPLETED SCENARIO 3-4A: ESCAPE FROM MANAKET

    SCENARIO REWARD:

  • Trader: Efni Raan - Offers weapons that have the Ranged trait. Cost: 3 boons.
  • Trader: Naheeba - Offers spells that have the Divine trait. Cost: 3 boons.

  • Each player can grant 1 of her Pathfinder Society Roleplaying Guild characters a ranger’s favored enemy (+2) benefits against members of the Pure Legion for the duration of one adventure; this bonus applies to Disguise, Intimidate, and Stealth checks in addition to the usual benefits. This bonus does not stack with other favored enemy bonuses. Note this reward on your Chronicle sheet, and cross it off when used.

    Traders have been added to the Trader tracking sheet.

    TIER REWARD:

  • Cogsnap: Tier 3.3. No Feat.
  • Skizza, Qualzar: Tier 4.1. Skill Feat.
  • Estra: Tier 4.2. Power Feat.
  • Darago, Lini: Tier 4.2. Replay. (No Feat)

    DEVELOPMENT:

    You slip through the gates of Manaket, taking advantage of the guards’ distraction as they strain to see what has upset the Pure Legionnaires so much. Without Venture-Captain Obo, you will have to see this mission through yourself.

    You wend your way into a caravan heading south, and break off shortly afterward. The Rahadoumi desert lies ahead, with the Napsune Mountains just barely visible across the sun-blasted waste. Soon you will find clues to the spinel sage’s disappearance.

    ==
    (I can make a 'personalized development' for this table on request, like I did for my previous table. Just basically working in some custom character flavor into the Development texts.)
    ==

    ACQUIRED CARDS:

    Nefti the Bard (Ally B)
    Pard (Ally C)
    Terhk Fourwinds (Ally C)
    Giant Slug (Ally B)
    Falto (Ally C)
    Fire Gecko (Ally B)
    Aunty (Ally C)
    Khelru (Ally 1)
    Minnothet (Ally 2)
    Library Curator (Ally 3)
    Hearth Elemental (Ally 4)

    Armor of the Sands (Armor C)
    Filter Hood (Armor B)
    Steel Ibis Lamellar (Armor 4)

    Blessing of Maat (Blessing 2)
    Blessing of Isis (Blessing 3)

    Alchemist's Kit (Item B)
    Frost Staff (Item C)
    Twitch Tonic (Item B)
    Embalming Fluid (Item 1)
    Scroll of Thoth (Item 1)
    Black Marsh Spider Venom (Item 2)
    Magic Carpet (Item 2)
    Staff of Revelations (Item 3)
    Jet of Anubis (Item 4)
    Sunrod (Item 4)

    Augury (Spell B)
    Fiery Glare (Spell B)
    Sands of Time (Spell 1)
    Detect Undead (Spell 1)
    Locate Object (Spell 1)
    Toxic Cloud (Spell 2)
    Caustic Fog (Spell 3)
    Elemental Mastery (Spell 3)


  • 3-4B: THE BATTLE OF TOPPLED STONES

    You make good time on your trip, always keeping the Napsune Mountains to your right as you wind your way south through the desert. This gives you ample time to study Mnesoset’s sparse notes on the region’s inhabitants, ranging from territorial blue dragons to the superstitious scorpionfolk known as girtablilus to the reclusive winged cat-people called maftets. As best she estimated, the ruin she sought was uninhabited, but you know much can change over millennia. Following another week of travel, you begin seeing the last several landmarks and know the ruins must be close by.

    The trouble is that there are so few clues that anything ever stood here. You do your best to map out the weathered pieces of rock that might have once been pillars, statues, and foundations, yet even this creates an imperfect picture. Hoping for a better view, you begin climbing the Napsune foothills, stepping over the tracks left by an unknown giant vermin as you clamber higher. What you find is breathtaking: from this vantage point you can not only pick out the patchwork pattern of eroded columns, but you also discern a dark patch of sunken earth near the ruin’s center, suggesting some hidden entrance buried beneath the rubble.

    You scramble back down, hoping to begin excavating the entrance before nightfall. As you descend to the scree-covered ruin, you realize you are not alone. Bizarre creatures with humanoid upper halves and scorpion lower bodies are swarming among the rocks—girtablilus! They point at you with spears and call out in anger, and as you mount a defense and dodge incoming spears, you struggle to recall where the hidden entrance stood among the sand-scoured stones.

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.

  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.

    VILLAIN:

    Rubila:

    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3. Before you act, you are dealt 1d4+1 Poison damage. If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    HENCHMEN:

    Orchamus:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat. Before you act, you are dealt 1d4 damage. All damage dealt by Orchamus is Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash:

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    (Multiple) Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.


  • Indicate your Trader choices when ready. You may also determine your starting location when you wish (though you can wait until after making your Trades if you prefer).

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.

  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Rubila:
    Spoiler:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3. Before you act, you are dealt 1d4+1 Poison damage. If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Orchamus:
    Spoiler:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat. Before you act, you are dealt 1d4 damage. All damage dealt by Orchamus is Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash:
    Spoiler:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Girtablilus:
    Spoiler:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.

    =============================================
    Location #1: Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them 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 #2: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Earthworks
    At This Location: On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card 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: 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 ?: 0
    Located/Displayed Here: None

    Location #7: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Added the card counts for each location.
    (It does mean I need to delete and recreate them all after Trader cards are picked, though. That's annoying.)

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

    Location #1: Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: None

    Location #2: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #3: Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #4: Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #5: Earthworks
    At This Location: On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: 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: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: None


    Personalized Development for 3-4A:
    The fearful mob, unknowingly swept up in a panic from Skizza's gunfire, sweeps the gates of Manaket as citizens who have nowhere to flee inside the city seek to leave it. The guards are in no position to staunch the flow without making the situation worse, and so you easily slip through amidst the mob. Without Venture-Captain Obo, you will have to see this mission through yourself, now having certainly made yourselves permanent fugitives from Rahadoum's Pure Legion.

    With Estra's diplomatic [s]lies[/i] mistruths, the group finds their way into a caravan heading south, and break off shortly afterward. Unbeknownst to the rest of the party, the caravan will find their trip greatly soured by the odd assortment of pranks and sabotage helpfully inflicted by Qualzar on their brief travelling partners.

    The Rahadoumi desert lies ahead, with the Napsune Mountains just barely visible across the sun-blasted waste. Lini's assistance rapidly proves invaluable; her connection the land easily scouting out places of refuge and fresh water even in the apparent wasteland, all the whilst Darago continues to study the spinel sage's writings and Cogsnap concocts new alchemical explosives during the trip. Soon you will find clues to the spinel sage’s disappearance.

    Cogsnap can't go to Hadden Hoppert or Smiths of Wati, so he goes to the Auction House.

    AUCTION HOUSE (Estra, Cogsnap):

    Sophronia:

    Ally 4
    Traits: Undead Ghost Incorporeal
    To Acquire: Charisma Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location. Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration. You may discard a card from the blessing deck to recharge this card instead of discarding it.
    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.
    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.

    SMITHS OF WATI (Lini):

    Staff of Dark Flame:

    Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
    Thousand Stings Whip:

    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    HADDEN HOPPERT (Qualzar, Darago, Skizza):

    Caustic Fog:

    Spell 3
    Traits: Magic Divine Acid
    To Acquire: Wisdom Divine 11
    Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
    Safety Bubble:

    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4. When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    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.
    Ice Storm:

    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Silver Crusade

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

    Pretty straightforward scenario, if a rude one. The location powers are almost entirely negative, 3 different types of elemental damage will afflict us with curses and most of the villains and henchmen afflict us with BYA Poison damage. It seems that armor will be a significant help this scenario, to avoid the flung poison damage and associated Curses.

    The upside is that most of the henchmen and villains are encountered as part of their Trigger (with a small, but not significant, downside), so examination effects - such as what the scenario forces on us - may well give us some extra explorations and potential closes.

    Note that Cogsnap will be starting this scenario.

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

    TRADE (Auction House): Byzantine Lexicon (Item 2) -> Reed Moccasin (Ally 3)

    LOOT: Walking Stick -> Spear of the Watchful Guardian
    LOOT: Padded Armor -> Akhentepi's Armor
    LOOT: Reed Moccasin -> Neferekhu

    Estra starts at the Howling Sands.
    Estra draws her opening hand.

    Opening Hand:
    Estra wrote:

    Hand: Honaire, Binder's Tome, Valet, Sign of the Thrush, Idorii, Codex of Conversations,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Binder's Tome is free to use at my location.

    Sign of the Thrush is free to be used at any time.

    The Exchange

    Deck Handler

    Trader: None.

    Loot: Scarab Buckler for Hide Armor.
    Loot: Game of Afterlife for Alchemical Cartridges.
    Loot: Jinx Eater for Tetisurah.

    Location: Windswept Chasm?

    Skizza wrote:

    Hand: Hand Cannon, Scarab Buckler, Double-Barreled Musket, Ushabti of the Willing Servant, Blessing of Sivanah, Blessing of Shizuru,

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d10 [X] +1 [X] +2 [X] +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.)
    [ ] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Upgrading a Cure for Restorative Touch. Trading Volcanic Storm for Thousand Stings Whip. Exchanging Amulet of Mighty Fists for the loot Sun Falcon Pectoral. Starting at Howling Sands.

    Lini wrote:

    Hand: Binder's Tome, Blessing of Milani, Restorative Touch, Mastiff, Pyrotechnic Blast, Blessing of the Spellbound 1,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Notes: Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Location: Howling Sands"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>


    Male Gnome Sorcerer/Impeller Deck Handler

    Gaining Skill Feat: CHA +3
    Upgrading Armor 1 Elven Chain Shirt into Armor 4 Robe of Energy Resistance
    Going to Hadden Hoppert

    Satisfied that he has made his presence sufficiently known in Manaket, Qualzar breezily reassured Lini about his new gaudy apparel. "Don't worry, the animal is fine. There's more than one way to skin a leopard's spots." The gnome went to see if Hadden had acquired any new magic that might appropriately clash with the dappled robe.


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    I'll actually pass on the Trader for now. Maybe we'll be able to get one of those 4s in a location deck.

    Upgrading Gem of Mental Acuity to Magnetic Grimoire.

    Loot:
    Trading Staff of Minor Healing for Mask of the Forgotten Pharaoh. Trading Life Drain for Remove Curse/Elemental Treaty (Whichever Qualzar can't fit)

    Starting Location: Shifting Dunes

    Darago wrote:

    Hand: Binder's Tome, Bound Lantern Archon, Acid Rain, Blessing of Master of Masters (D), Magnetic Grimoire, Fox, Spelldagger,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Notes: Binder's Tome: +1d4 to local Combat or Non-Combat CHA.
    "
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    You could visit a trader to give someone an extra option to pick from.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Trading out Flensing Jelly for Deathtrap in a jar (ally 3). Also realized I had failed to update my deck from the last upgrade I got (I failed to swap out Clockwork Spy for Stained glass elemental, luckily never came up. It is fixed now.)
    --Starting in Thornscrub

    Starting Hand stuff:

    <Cogsnap> wrote:

    Hand: Corrosive Dagger +1, Alchemist's Fire-Beta, Bone Lamellar, Alchemist's Kit, Galvanic Chakrum +1, Blessing of the Elements-Alpha, Alchemist's Fire-Alpha,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Reroll not used.
    Sideboard cards:

    [spoiler=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 [X]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.


    Male Gnome Sorcerer/Impeller Deck Handler

    Trading Spell 3 Scrying for Spell 4 Safety Bubble
    Replacing Item 1 Crown of Charisma with Loot Item 1 Tablet of Languages Lost
    Replacing Ally B Sage with Loot Ally B Kafar
    Replacing Spell B Lightning Touch with Loot Spell B Remove Curse
    Starting at Earthworks

    Qualzar headed out to the earthworks, bubbling with excitement over how he might use Hadden's newest spell.

    Qualzar wrote:

    Hand: Surgeon, Kafar, Blessing of Pharasma B, Frost Ray, Blessing of Pharasma 1, Headband of Alluring Charisma, Apprentice,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Ask before using: 2 Blessings of Pharasma (+1 die/+2 dice if spell is cast)
    Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman; Blessing to close; Surgeon (cure 1 card at my location);

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic 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.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3


    I know I feel better with another Restorative Touch on the table. I've been cured 4 curses in a turn with my Ezren character by having a Cleric use that spell, then I've channeled the gift for her to use it again. Good times; made what was supposed to be a tremendously difficult end-game scenario that threw curses at you much easier to deal with.

    I believe that Darago meant he wasn't trading for a card, rather than not going to a Trader, incidentally. And not wanting to trade for an AD4 card to allow them to show up in decks is a valid strategy, especially because there's usually between 5-10 new cards per card type per AD#. Picking up AD3 cards would slightly, slightly increase the odds of AD4s showing up, but not by much.

    Cogsnap may begin when ready.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.

  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Rubila:
    Spoiler:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3. Before you act, you are dealt 1d4+1 Poison damage. If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Orchamus:
    Spoiler:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat. Before you act, you are dealt 1d4 damage. All damage dealt by Orchamus is Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash:
    Spoiler:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Girtablilus:
    Spoiler:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 1, 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 Monsters:

    Monster 1
    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.

    Monster 2

    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.

    Monster 3

    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Monster 4

    Spoiler:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Monster 5

    Spoiler:
    Giant Crocodile
    Monster 3
    Traits: Animal Elite
    To Defeat: Combat 18
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    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.

    Barrier 3

    Spoiler:
    Fiendish Sphinx
    Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Barrier 4

    Spoiler:
    Blast Glyph
    Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Striking Wing Scimitar
    Weapon 4
    Traits: Sword Melee Slashing Magic Finesse
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Weapon 2

    Spoiler:
    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.

    Weapon 3

    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.

    Weapon 4

    Spoiler:
    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 another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

    Weapon 5

    Spoiler:
    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 you roll.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Random Spells:

    Spell 1
    Spoiler:
    Pillar of Life
    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2

    Spoiler:
    Symbol of Pain
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Eruption
    Spell 4
    Traits: Magic Arcane Divine Attack Electricity Fire
    To Acquire: Intelligence Arcane Wisdom Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    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.

    Spell 5

    Spoiler:
    Augury
    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    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.

    Armor 2

    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.

    Armor 3

    Spoiler:
    Burglar's Buckler
    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Armor 4

    Spoiler:
    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.

    Armor 5

    Spoiler:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Random Items:

    Item 1
    Spoiler:
    Key of the Second Vault
    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Item 2

    Spoiler:
    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.

    Item 3

    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.

    Item 4

    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.

    Item 5

    Spoiler:
    Smoked Glass Goggles
    Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Random Allies:

    Ally 1
    Spoiler:
    Druid of the Storm
    Ally 2
    Traits: Human Druid Veteran
    To Acquire: Divine 7 OR Charisma Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Ally 2

    Spoiler:
    Falto
    Ally C
    Traits: Human Rogue Hireling
    To Acquire: Charisma Diplomacy 10
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Ally 3

    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.

    Ally 4

    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.

    Ally 5

    Spoiler:
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    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.

    Blessing 2

    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.

    Blessing 3

    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.

    Blessing 4

    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.

    Blessing 5

    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 Horus:
    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.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

    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.

    Blessings Deck Card 2 - Turn 2 Darago

    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.

    Blessings Deck Card 3 - Turn 3 Qualzar

    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.

    Blessings Deck Card 4 - Turn 4 Skizza

    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.

    Blessings Deck Card 5 - Turn 5 Estra

    Spoiler:
    Blessing of Nethys
    Blessing C
    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.

    Blessings Deck Card 6 - Turn 6 Cogsnap

    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.

    Blessings Deck Card 7 - Turn 7 Lini

    Spoiler:
    Blessing of Bastet
    Blessing C
    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.

    Blessings Deck Card 8 - Turn 8 Darago

    Spoiler:
    Blessing of Wadjet
    Blessing C
    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.

    Blessings Deck Card 9 - Turn 9 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Skizza

    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.

    Blessings Deck Card 11 - Turn 11 Estra

    Spoiler:
    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.

    Blessings Deck Card 12 - Turn 12 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Lini

    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.

    Blessings Deck Card 14 - Turn 14 Darago

    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.

    Blessings Deck Card 15 - Turn 15 Qualzar

    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.

    Blessings Deck Card 16 - Turn 16 Skizza

    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.

    Blessings Deck Card 17 - Turn 17 Estra

    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.

    Blessings Deck Card 18 - Turn 18 Cogsnap

    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.

    Blessings Deck Card 19 - Turn 19 Lini

    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.

    Blessings Deck Card 20 - Turn 20 Darago

    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.

    Blessings Deck Card 21 - Turn 21 Qualzar

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 - Turn 22 Skizza

    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.

    Blessings Deck Card 23 - Turn 23 Estra

    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.

    Blessings Deck Card 24 - Turn 24 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 25 - Turn 25 Lini

    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.

    Blessings Deck Card 26 - Turn 26 Darago

    Spoiler:
    Blessing of Abadar
    Blessing C
    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.

    Blessings Deck Card 27 - Turn 27 Qualzar

    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.

    Blessings Deck Card 28 - Turn 28 Skizza

    Spoiler:
    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 Deck Card 29 - Turn 29 Estra

    Spoiler:
    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.

    Location #1: Garden of Symmetry
    At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Garden of Symmetry 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.
    Garden of Symmetry Card 2:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Garden of Symmetry Card 3:
    Burglar's Buckler
    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Garden of Symmetry Card 4:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 5:
    Twin Serpent Quarterstaff
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
    To Acquire: Strength Melee Arcane 9
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
    Garden of Symmetry Card 6:
    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.
    Garden of Symmetry Card 7:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Garden of Symmetry Card 8:
    The Evil Eye
    Barrier C
    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.
    Garden of Symmetry Card 9:
    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.
    Garden of Symmetry Card 10:
    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.

    Location #2: Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Scorched Obelisk Card 3:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Scorched Obelisk Card 4:
    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.
    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    Shrieking Plant
    Barrier 1
    Traits: Trigger Obstacle Plant Elite
    To Defeat: Wisdom Stealth Perception Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Scorched Obelisk Card 8:
    Blasphemous Priest
    Monster C
    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.
    Scorched Obelisk Card 9:
    Alchemical Gas
    Barrier B
    Traits: Obstacle Acid Elite
    To Defeat: Intelligence Disable Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Scorched Obelisk Card 10:
    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.

    Location #3: Walled Oasis
    At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Walled Oasis Card 1:
    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.
    Walled Oasis Card 2:
    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.
    Walled Oasis Card 3:
    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.
    Walled Oasis Card 4:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Walled Oasis Card 5:
    Brain Ooze
    Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.
    Walled Oasis Card 6:
    Djinni Quarterstaff
    Weapon C
    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.
    Walled Oasis Card 7:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Walled Oasis Card 8:
    Smite Abomination
    Spell 4
    Traits: Magic Divine
    To Acquire: Wisdom Divine 10
    Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
    Walled Oasis Card 9:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Walled Oasis Card 10:
    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.

    Location #4: Thornscrub
    At This Location (Open): Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay

    Thornscrub Card 1:
    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.
    Thornscrub Card 2:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thornscrub Card 3:
    Alchemical Gas
    Barrier C
    Traits: Obstacle Acid Elite
    To Defeat: Intelligence Disable Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Thornscrub Card 4:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Thornscrub Card 5:
    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Thornscrub Card 6:
    Elemental Arachnid
    Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Thornscrub Card 7:
    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.
    Thornscrub Card 8:
    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.
    Thornscrub Card 9:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Thornscrub Card 10:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Location #5: Earthworks
    At This Location (Open): On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Qualzar/EmpTyger

    Earthworks Card 1:
    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.
    Earthworks Card 2:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 3:
    Lightning Storm
    Barrier C
    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.
    Earthworks Card 4:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.
    Earthworks Card 5:
    Sandstorm Dust
    Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Earthworks Card 6:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Earthworks Card 7:
    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.
    Earthworks Card 8:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Earthworks Card 9:
    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.
    Earthworks Card 10:
    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.

    Location #6: Shifting Dunes
    At This Location (Open): 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: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY

    Shifting Dunes Card 1:
    Hepsushep
    Barrier 2
    Traits: Obstacle Lamia Elite
    To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.
    Shifting Dunes 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.
    Shifting Dunes Card 3:
    Mummified Cat
    Item 1
    Traits: Object Magic Mummy
    To Acquire: Wisdom Divine Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Shifting Dunes Card 4:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 5:
    Cleric of Nethys
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    Shifting Dunes Card 6:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Shifting Dunes Card 7:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Shifting Dunes Card 8:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 9:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Shifting Dunes Card 10:
    Scribe
    Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Location #7: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Estra/Yewstance

    Howling Sands Card 1:
    Shocking Chest
    Barrier 4
    Traits: Cache Lock Trap
    To Defeat: Dexterity Disable 12 OR Strength 15
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.
    Howling Sands Card 2:
    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.
    Howling Sands Card 3:
    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.
    Howling Sands Card 4:
    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.
    Howling Sands Card 5:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Howling Sands Card 6:
    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.
    Howling Sands Card 7:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Howling Sands 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.
    Howling Sands Card 9:
    Bloodroot Poison
    Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Howling Sands Card 10:
    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.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse

    Windswept Chasm 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.
    Windswept Chasm Card 2:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    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.
    Windswept Chasm Card 4:
    Cat's Claws
    Weapon C
    Traits: Accessory Melee Piercing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
    Windswept Chasm Card 5:
    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.
    Windswept Chasm Card 6:
    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 7:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Windswept Chasm Card 8:
    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.
    Windswept Chasm 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.
    Windswept Chasm Card 10:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #9: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    Safety Bubble
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2:
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn: BoHorus discarded from top deck. I choose not to move. Display Alchemist's kit.

    Cogsnap gets down to business trying to excavate the site. Since he's so small and not very strong, his first order of business is to set up his mobile alchemist's lab in order to help him with any problems he might encounter on a table off to the side.

    Initial explore-Poison Spiked Pit Trap. Well, crap, that's a super nasty trap, especially here. Since it has the poison trait I'll recharge my BotElements on it to help disarming.
    Disable 10+adv deck #=14 vs 1d10+3(dex)+3(disable skill)+1d10(Blessing of the Elements.): 2d10 + 6 ⇒ (4, 9) + 6 = 19
    Phew, passed.

    As cogsnap begins digging, he unearths a pit trap just underneath the surface of the sand, which almost swollows him up. Luckily, his masterful skill at disarming traps sees him through.

    "Uh, guys! Be careful! Poison traps around!" he shouts.

    Poison Pit trap lets me explore again if defeated, so I'll do that. Free Explore-Girtablilu

    Just as Cogsnap secures the pit trap so no one else falls in it, he sees that at the bottom is a scorpion-person, who climbs out of a tunnel down there and starts climbing up the shaft of the trap.

    I didn't examine, so his difficulty isn't increased. Alchemist fire does have the attack trait, so he should deal me BYA damage, but I'll discard my Galvanic Chakrum +1 to turn off his BYA power. Then Banish discard (due to character power or Kit, take your pick) Alchemist's fire for combat check.

    The scorpion monster skitters up with surprising speed. It raises its stinger to attack the gnome, but Cogsnap manages to throw his charum at the stiner and knock it aside. He then flings an alchemist's fire at the creature as he scrambles backwards.

    I'm going to use QUALZAR'S BLESSING OF PHARASMA because he said I could for a henchman.
    Combat 19 vs. 1d10+3(dex)+1(Ranged Skill)+2d6(alchemist's fire)+1d6(Cogsnap power-ranged skill w/alchemical trait)+1d10 (BoPharasma): 2d10 + 3d6 + 4 ⇒ (2, 2) + (2, 3, 6) + 4 = 19
    Wow, on the dot. Thanks Qualzar! This still doesn't make up for stealing sentient bug-people babies!

    The fire burns hot as the creature writhes in flames. For a second it looks like the fires won't vanquish the foe, but eventually, he circumbs to his wounds before hurting Cogsnap.

    For defeating a monster I can recharge my Corosive dagger +1 to draw a random alchemical/liquid item from the box-Scarab Sand (Item 3). Close location by taking 1 poison damage (recharge Armor of bone to ignore.)

    As Cogsnap looks around, he finds that the scorpion man had some Scarab sand on him in a pouch. Cogsnap uses his poison knife to cut the pouch off, but as he does, the scorpion man's body releases a cloud of toxic spores. Luckily, Cogsnap's enchanted armor protects him, but as he surveys the site, he realizes that setting up here was a trap. He should likely excavate somewhere else.

    End turn, reset hand. IMPORTANT TAKE AWAY, CLOSED LOCATION, USED QUALZAR'S BLESSING. End of turn- Examine bottom card of the Gardens of Symmetry-Stone Skin (spell 1), thrown to the top.

    <Cogsnap> wrote:

    Hand: Scarab Sand-MM, Alchemist's Fire-Beta, Remove Curse, Deathtrap in a Jar, Twitch Tonic, Liquid Ice, Stained Glass Elemental,

    Displayed: Alchemist's Kit,
    Deck: 8 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 [X]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.

    <Cogsnap> wrote:

    Hand: Scarab Sand-MM, Alchemist's Fire-Beta, Remove Curse, Deathtrap in a Jar, Twitch Tonic, Liquid Ice, Stained Glass Elemental,

    Displayed: Alchemist's Kit,
    Deck: 8 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 [X]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.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Blessing of the Elements in effect.

    Lini and Estra check the Howling Sands for an entrance.

    Howling Sands Card 1: Shocking Chest:

    Barrier 4
    Traits: Cache Lock Trap
    To Defeat: Dexterity Disable 12 OR Strength 15
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    Lini spots a chest and has no patience for locks.

    Disable 12 using and auto recharging Pyrotechnic Blast, revealing Mastiff: 1d10 + 3d4 + 7 ⇒ (4) + (2, 1, 4) + 7 = 18

    Inside she finds a weapon.

    random weapon #1 Striking Wing Scimitar:

    Weapon 4
    Traits: Sword Melee Slashing Magic Finesse
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    A scroll.

    Random spell #1 Pillar of Life:

    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    And oddly, A key.

    Random item #1 Key of the Second Vault:

    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Nice loot but no entrance. Discard Blessing of the Spellbound 1 to explore.

    Howling Sands Card 2: 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.

    A basic scroll. Auto-Acquire.

    Discard Blessing of Milani to explore.

    Howling Sands Card 3: 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.

    "A bit out of the way for you isn't it Sebti? Wnt to help me look for hidden entrances to buried treasure? Why are you laughing?"

    Auto succeed at Divine 9. Discard Sebti the Crocodile to explore.

    Howling Sands Card 4: 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.

    Sebti's charm holds no sway over the undead. Lini's new scimitar does though.

    Combat 11 discarding Pillar of Life to increase strength to d10, revealing Striking Wing Scimitar, and revealing Mastiff: 1d10 + 1d6 + 1d4 + 5 ⇒ (5) + (6) + (3) + 5 = 19

    Lini decides to heal herself then lay low for the moment.

    cast and auto recharge Restorative Touch targeting self: 1d4 + 1 ⇒ (4) + 1 = 5

    Her efforts stirred up something at random location: 1d8 ⇒ 3 the Walled Oasis. Nefti the Bard is there.

    Location #3: Walled Oasis card 10 Nefti the Bard is moved to the top of the location.

    Lini wrote:

    Hand: Binder's Tome, Blessing of Sivanah, Mastiff, Striking Wing Scimitar aq, Fiery Glare aq, Key of the Second Vault aq,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    "Notes: Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Location: Howling Sands"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    Howling Sands cards 1 and 4 banished.
    Howling Sands cards 2 and 3 acquired.
    Random weapon., spell, and item 1 acquired.
    Bottom card of Walled Oasis, Nefti the Bard placed on top of Walled Oasis.


    What a strong start! A spell 4 and a weapon 4 already acquired, and a location already closed!

    Qualzar discards Blessing of Pharasma.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.

  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Rubila:
    Spoiler:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3. Before you act, you are dealt 1d4+1 Poison damage. If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Orchamus:
    Spoiler:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat. Before you act, you are dealt 1d4 damage. All damage dealt by Orchamus is Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash:
    Spoiler:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Girtablilus:
    Spoiler:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 3, Darago/AAUGHWHY
    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 Monsters:

    Monster 1
    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Monster 2

    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.

    Monster 3

    Spoiler:
    Mummy Golem
    Monster 4
    Traits: Construct Golem Mummy
    To Defeat: Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Monster 4

    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.

    Monster 5

    Spoiler:
    Skull Ripper
    Monster 3
    Traits: Construct
    To Defeat: Combat 14
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    Spoiler:
    Rolling Sphere
    Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Barrier 3

    Spoiler:
    Grave Goods
    Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Barrier 4

    Spoiler:
    Steel Scorpion
    Barrier 4
    Traits: Trap Lock Poison
    To Defeat: Dexterity Disable Stealth 10 OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.

    Barrier 5

    Spoiler:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Random Weapons:

    Weapon 1
    Spoiler:
    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.

    Weapon 2

    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.

    Weapon 3

    Spoiler:
    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 another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

    Weapon 4

    Spoiler:
    Icy Longspear +1
    Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 5

    Spoiler:
    Shock Glaive +1
    Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Random Spells:

    Spell 1
    Spoiler:
    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.

    Spell 2

    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.

    Spell 3

    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.

    Spell 4

    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2

    Spoiler:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    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.

    Armor 3

    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.

    Armor 4

    Spoiler:
    Splint Mail
    Armor C
    Traits: Heavy Armor Elite
    To Acquire: Constitution Fortitude Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Armor 5

    Spoiler:
    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.

    Random Items:

    Item 1
    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.

    Item 2

    Spoiler:
    Mumia
    Item 2
    Traits: Liquid Alchemical Mummy
    To Acquire: Intelligence Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Item 3

    Spoiler:
    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.

    Item 4

    Spoiler:
    Staff of Revelations
    Item 3
    Traits: Staff Magic Arcane
    To Acquire: Intelligence Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
    At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Item 5

    Spoiler:
    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.

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    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.

    Ally 3

    Spoiler:
    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.

    Ally 4

    Spoiler:
    Library Curator
    Ally 3
    Traits: Human Cleric
    To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.

    Ally 5

    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    Spoiler:
    Blessing of Ra
    Blessing C
    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.

    Blessing 3

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4

    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.

    Blessing 5

    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 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: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Qualzar

    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.

    Blessings Deck Card 2 - Turn 2 Skizza

    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.

    Blessings Deck Card 3 - Turn 3 Estra

    Spoiler:
    Blessing of Nethys
    Blessing C
    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.

    Blessings Deck Card 4 - Turn 4 Cogsnap

    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.

    Blessings Deck Card 5 - Turn 5 Lini

    Spoiler:
    Blessing of Bastet
    Blessing C
    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.

    Blessings Deck Card 6 - Turn 6 Darago

    Spoiler:
    Blessing of Wadjet
    Blessing C
    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.

    Blessings Deck Card 7 - Turn 7 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Skizza

    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.

    Blessings Deck Card 9 - Turn 9 Estra

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 11 - Turn 11 Lini

    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.

    Blessings Deck Card 12 - Turn 12 Darago

    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.

    Blessings Deck Card 13 - Turn 13 Qualzar

    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.

    Blessings Deck Card 14 - Turn 14 Skizza

    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.

    Blessings Deck Card 15 - Turn 15 Estra

    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.

    Blessings Deck Card 16 - Turn 16 Cogsnap

    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.

    Blessings Deck Card 17 - Turn 17 Lini

    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.

    Blessings Deck Card 18 - Turn 18 Darago

    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.

    Blessings Deck Card 19 - Turn 19 Qualzar

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 - Turn 20 Skizza

    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.

    Blessings Deck Card 21 - Turn 21 Estra

    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.

    Blessings Deck Card 22 - Turn 22 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 23 - Turn 23 Lini

    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.

    Blessings Deck Card 24 - Turn 24 Darago

    Spoiler:
    Blessing of Abadar
    Blessing C
    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.

    Blessings Deck Card 25 - Turn 25 Qualzar

    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.

    Blessings Deck Card 26 - Turn 26 Skizza

    Spoiler:
    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 Deck Card 27 - Turn 27 Estra

    Spoiler:
    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.

    Location #1: Garden of Symmetry
    At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Garden of Symmetry Card 1 (Stone Skin):
    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.
    Garden of Symmetry 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.
    Garden of Symmetry Card 3:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Garden of Symmetry Card 4:
    Burglar's Buckler
    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Garden of Symmetry Card 5:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 6:
    Twin Serpent Quarterstaff
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
    To Acquire: Strength Melee Arcane 9
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
    Garden of Symmetry Card 7:
    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.
    Garden of Symmetry Card 8:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Garden of Symmetry Card 9:
    The Evil Eye
    Barrier C
    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.
    Garden of Symmetry 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.

    Location #2: Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Scorched Obelisk Card 3:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Scorched Obelisk Card 4:
    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.
    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    Shrieking Plant
    Barrier 1
    Traits: Trigger Obstacle Plant Elite
    To Defeat: Wisdom Stealth Perception Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Scorched Obelisk Card 8:
    Blasphemous Priest
    Monster C
    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.
    Scorched Obelisk Card 9:
    Alchemical Gas
    Barrier B
    Traits: Obstacle Acid Elite
    To Defeat: Intelligence Disable Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Scorched Obelisk Card 10:
    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.

    Location #3: Walled Oasis
    At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Walled Oasis Card 1 (Nefti the Bard):
    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.
    Walled Oasis Card 2:
    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.
    Walled Oasis Card 3:
    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.
    Walled Oasis Card 4:
    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.
    Walled Oasis Card 5:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Walled Oasis Card 6:
    Brain Ooze
    Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.
    Walled Oasis Card 7:
    Djinni Quarterstaff
    Weapon C
    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.
    Walled Oasis Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Walled Oasis Card 9:
    Smite Abomination
    Spell 4
    Traits: Magic Divine
    To Acquire: Wisdom Divine 10
    Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
    Walled Oasis Card 10:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Location #4: Thornscrub
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/VampByDay

    Location #5: Earthworks
    At This Location (Open): On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Qualzar/EmpTyger

    Earthworks Card 1:
    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.
    Earthworks Card 2:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 3:
    Lightning Storm
    Barrier C
    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.
    Earthworks Card 4:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.
    Earthworks Card 5:
    Sandstorm Dust
    Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Earthworks Card 6:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Earthworks Card 7:
    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.
    Earthworks Card 8:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Earthworks Card 9:
    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.
    Earthworks Card 10:
    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.

    Location #6: Shifting Dunes
    At This Location (Open): 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: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY

    Shifting Dunes Card 1:
    Hepsushep
    Barrier 2
    Traits: Obstacle Lamia Elite
    To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.
    Shifting Dunes 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.
    Shifting Dunes Card 3:
    Mummified Cat
    Item 1
    Traits: Object Magic Mummy
    To Acquire: Wisdom Divine Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Shifting Dunes Card 4:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 5:
    Cleric of Nethys
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    Shifting Dunes Card 6:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Shifting Dunes Card 7:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Shifting Dunes Card 8:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 9:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Shifting Dunes Card 10:
    Scribe
    Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Location #7: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Estra/Yewstance

    Howling Sands Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Howling Sands Card 2:
    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.
    Howling Sands Card 3:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Howling Sands 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.
    Howling Sands Card 5:
    Bloodroot Poison
    Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Howling Sands Card 6:
    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.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse

    Windswept Chasm 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.
    Windswept Chasm Card 2:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    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.
    Windswept Chasm Card 4:
    Cat's Claws
    Weapon C
    Traits: Accessory Melee Piercing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
    Windswept Chasm Card 5:
    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.
    Windswept Chasm Card 6:
    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 7:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Windswept Chasm Card 8:
    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.
    Windswept Chasm 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.
    Windswept Chasm Card 10:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #9: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Safety Bubble):
    Safety Bubble
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2 (Thousand Stings Whip):
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.


  • Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    As Darago finishes his preparations for the day, he communes with his Bound Lantern Archon for advice on what he should get ready for. Play Bound Lantern Archon to examine top 3 cards of my deck, re-order, and draw 1. Top 3 cards are Shield Cloak, Armor of the Sands, Ghost Whip. New order is Cloak, Whip, Armor. Draw Cloak

    Recharge Bound Lantern Archon Arcane 10: 1d10 + 6 ⇒ (7) + 6 = 13

    As Darago searches for an entrance at the Shifting Dunes, he's approached by a Lamia, Card 1: Hepsushep. She promises to help him out if he can prove himself worthy. Darago challenges her to a duel and she accepts; he begins the incantation to conjure a storm of Acid Rain! Play Acid Rain to use Arcane+3d6+9. Reveal Binder's Tome for +1d4

    Combat 15: 1d10 + 3d6 + 1d5 + 9 ⇒ (9) + (5, 1, 5) + (2) + 9 = 31
    Recharge Acid Rain Arcane 12: 1d10 + 6 ⇒ (9) + 6 = 15

    The Lamia's impressed and tells Darago about a hidden cache and some religious effigies that he doesn't really understand. Maybe he'll leave Estra and Lini to deal with it... Reorder top 3 cards to Holy Light, Cat, Jewel Box

    Hepsushep also tells him about things at the...

    Random Location: 1d8 ⇒ 1

    ...Garden of Symmetry Blessing of Bastet gets moved to the top.

    End Turn. I'll move to somewhere where I'm hopefully better suited to acquire the cards

    Darago wrote:

    Hand: Binder's Tome, Shield Cloak, Ghost Whip (D), Blessing of Master of Masters (D), Magnetic Grimoire, Fox, Spelldagger,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Notes: Binder's Tome: +1d4 to local Combat or Non-Combat CHA.
    Master of Masters: +2 dice on INT Check.
    Fox: +1d4 on INT/WIS check"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 1: Ra o'clock
    Recharging Surgeon to cure Blessing of Pharasma
    Moving to Walled Oasis

    Hearing Lini's description of the bard, Qualzar realized he better take care of this sooner rather than later. "Just give me the healing potion now," he murmured to the surgeon.

    Exploring Walled Oasis 1: Nefti the Bard

    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.

    Revealing Headband of Alluring Charisma. Estra recharges Sign of the Thrush
    CHA 8: 2d10 + 3 + 1 ⇒ (2, 6) + 3 + 1 = 12
    Nefti the Bard is acquired
    Qualzar greeted the bard. "Why, Nefti, what a pleasant surprise! Running into you here? You remember me, don't you? Qualzar the Omnipresent?" Nefti did remember.
    A little too well.
    The gnome held up his hands defensively. "Hey, hey, hey now. The Katapesh job was an accident! Kafar and I totally thought you made it out. There was no way, none at all, for me to know that the alchemists would leave you as a scapegoat. I swear by the thrush!"
    Nefti grumbled.
    "Besides, if I were going to leave you as a scapegoat, I'd have used an actual goat."
    The bard thought about that. "Fair point," he conceded.

    Discarding Kafar to explore Walled Oasis 2: Alchemist's Kit

    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.

    INT 6: 1d10 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9
    Alchemist's Kit is acquired
    Kafar also greeted his former associate. "Look, I swiped this from the alchemists for you! Because we were totally intending to go back for you at some point when it all died down."

    Discarding Nefti the Bard to explore Walled Oasis 3: Blessing of Pharasma

    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.

    Revealing Headband of Alluring Charisma
    Arcane 5: 1d10 + 5 + 1 ⇒ (2) + 5 + 1 = 8
    Blessing of Pharasma is acquired
    Nefti rolled his eyes, and smirked. "You rogues. I don't need to be a Pharasman to know what happened."

    Discarding Apprentice to explore Walled Oasis 4: Poison Blade Trap

    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.

    Knowledge 7: 1d10 + 3 ⇒ (7) + 3 = 10
    Poison Blade Trap is banished
    Suddenly Nefti was tackled by Nemsky. The bard gave an angry shout, that quickly turned to one of surprise- Qualzar's apprentice had pushed him out of the way of a stinger that had suddenly struck where the bard had been standing.
    Qualzar recognized the creature on the other end of the stinger. "How about we square things up right now."

    Discarding Blessing of Pharasma to explore Walled Oasis 5: Girtablilu

    Girtablilu:
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Poison damage: 1d4 ⇒ 1
    Discarding Alchemist's Kit for 1 Poison damage. Displaying Scourge of Poisoning
    Discarding Frost Ray, discarding Blessing of Pharasma, revealing Headband of Alluring Charisma

    Combat 19: 3d10 + 5 + 2d6 + 1 ⇒ (3, 1, 5) + 5 + (2, 5) + 1 = 22
    Revealing Headband of Alluring Charisma
    Arcane 8: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14
    Frost Ray is recharged. Girtablilu is banished
    Closing Walled Oasis
    Acid damage: 1d4 ⇒ 3
    Discarding Headband of Alluring Charisma for 1 Acid damage. No cards left in hand. Displaying Curse of the Ravenous. Walled Oasis is closed
    The girtablilu turned his attention to the sorcerer, piercing the gnome's foot with the toxic stinger. "I suppose I better put some ice on the injury," grimaced the gnome, focusing a freeze ray down on the stinger. The sorcerer increased the power more the ray until the girtablilu's carapace cracked, and an explosion of bile spurted out.
    Qualzar looked to Nefti. "Forget being even. I think you owe me dinner."

    Ending turn
    Random open location: 1d8 ⇒ 5
    Examining Earthworks 10: 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.

    Encountering Bonecrusher Hunter. Evading as an Arcane Mental spell. Bonecrusher Hunter is shuffled back into Earthworks
    There was a vicious snarl. A gnoll that had been tracking them from the earthworks, had finally caught up! "Looks like it's gnome-hunting season."
    Qualzar strode up to the hunter. "No, it's gnoll season!"
    "Gnome season!"
    "Gnoll season!"
    "Gnome season!"
    "Gnoll season!"
    "Gnoll season!"
    "Gnome season!"
    "Gnoll season!"
    Realizing what he just said, the confused gnoll fled back to the earthworks.

    Cogsnap recharges Remove Curse. Curse of the Ravenous is banished
    Resetting hand. Curse of Poisoning: Recharging Allying Dart +1
    One of Cogsnap's concoctions cured Qualzar's hunger, but his foot still throbbed from the poison.

    Qualzar wrote:

    Hand: Tablet of Languages Lost, Blessing of Abadar, Safety Bubble, Cat, Swipe, Dimension Leap,

    Displayed: Curse of Poisoning,
    Deck: 8 Discard: 7 Buried: 0
    Notes: If you might run into trouble, Dimension Leap + Safety Bubble!
    Ask before using: Blessing of Abadar (+1 die/+2 dice to defeat barrier); Swipe (-3 to combat difficulty)
    Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for villain/henchman; Blessing to close; Dimension Leap (discard to move Qualzar to/from encounter location); Safety Bubble (display at my location to reduce all damage there by 1d4 until location is closed)

    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 [X] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic 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.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    As noted in the Hangout, I triggered the Baited Jewel Box. I'm not sure what the order of operations is (if shuffling the weapon into the deck interrupts the reorder from Hepsushep or not), but Spelldagger is in the deck now. Here's what my hand actually is:

    Darago wrote:

    Hand: Binder's Tome, Shield Cloak, Ghost Whip (D), Blessing of Master of Masters (D), Magnetic Grimoire, Fox, Armor of the Sands,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Notes: Binder's Tome: +1d4 to local Combat or Non-Combat CHA.
    Master of Masters: +2 dice on INT Check.
    Fox: +1d4 on INT/WIS check"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    AAUGHWHY's PFSACG Darago wrote:
    As noted in the Hangout, I triggered the Baited Jewel Box. I'm not sure what the order of operations is (if shuffling the weapon into the deck interrupts the reorder from Hepsushep or not), but Spelldagger is in the deck now. Here's what my hand actually is:

    A FAQ covers this; if something causes you to shuffle the deck it will occur after you're finishing examining/modifying the cards in the deck. In other words, it does un-do the reorder from Hepsushep.

    Cogsnap recharged Remove Curse.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.

  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Rubila:
    Spoiler:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3. Before you act, you are dealt 1d4+1 Poison damage. If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Orchamus:
    Spoiler:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat. Before you act, you are dealt 1d4 damage. All damage dealt by Orchamus is Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash:
    Spoiler:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Girtablilus:
    Spoiler:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 5, Skizza/agent_eclipse
    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 Monsters:

    Monster 1
    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.

    Monster 2

    Spoiler:
    Quicksand Bunyip
    Monster C
    Traits: Trigger Bunyip
    To Defeat: Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Monster 3

    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.

    Monster 4

    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 to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Monster 5

    Spoiler:
    Brain Ooze
    Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.

    Random Barriers:

    Barrier 1
    Spoiler:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 2

    Spoiler:
    Fiendish Sphinx
    Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Barrier 3

    Spoiler:
    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.

    Barrier 4

    Spoiler:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Mace of Ruin
    Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 2

    Spoiler:
    Scorpion Whip
    Weapon 1
    Traits: Whip Melee Piercing Poison Finesse Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3

    Spoiler:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Weapon 4

    Spoiler:
    Fate Blade
    Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 5

    Spoiler:
    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.

    Random Spells:

    Spell 1
    Spoiler:
    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.

    Spell 2

    Spoiler:
    Augury
    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    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.

    Spell 4

    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.

    Spell 5

    Spoiler:
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2

    Spoiler:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Armor 3

    Spoiler:
    Splint Mail
    Armor C
    Traits: Heavy Armor Elite
    To Acquire: Constitution Fortitude Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Armor 4

    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.

    Armor 5

    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:

    Item 1
    Spoiler:
    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.

    Item 2

    Spoiler:
    Canteen
    Item C
    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.

    Item 3

    Spoiler:
    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.

    Item 4

    Spoiler:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Item 5

    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.

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    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.

    Ally 3

    Spoiler:
    Falto
    Ally C
    Traits: Human Rogue Hireling
    To Acquire: Charisma Diplomacy 10
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Ally 4

    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.

    Ally 5

    Spoiler:
    Fire Gecko
    Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Random Blessings:

    Blessing 1
    Spoiler:
    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.

    Blessing 2

    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.

    Blessing 3

    Spoiler:
    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.

    Blessing 4

    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.

    Blessing 5

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    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: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Estra

    Spoiler:
    Blessing of Nethys
    Blessing C
    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.

    Blessings Deck Card 2 - Turn 2 Cogsnap

    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.

    Blessings Deck Card 3 - Turn 3 Lini

    Spoiler:
    Blessing of Bastet
    Blessing C
    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.

    Blessings Deck Card 4 - Turn 4 Darago

    Spoiler:
    Blessing of Wadjet
    Blessing C
    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.

    Blessings Deck Card 5 - Turn 5 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Skizza

    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.

    Blessings Deck Card 7 - Turn 7 Estra

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 9 - Turn 9 Lini

    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.

    Blessings Deck Card 10 - Turn 10 Darago

    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.

    Blessings Deck Card 11 - Turn 11 Qualzar

    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.

    Blessings Deck Card 12 - Turn 12 Skizza

    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.

    Blessings Deck Card 13 - Turn 13 Estra

    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.

    Blessings Deck Card 14 - Turn 14 Cogsnap

    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.

    Blessings Deck Card 15 - Turn 15 Lini

    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.

    Blessings Deck Card 16 - Turn 16 Darago

    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.

    Blessings Deck Card 17 - Turn 17 Qualzar

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 - Turn 18 Skizza

    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.

    Blessings Deck Card 19 - Turn 19 Estra

    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.

    Blessings Deck Card 20 - Turn 20 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 21 - Turn 21 Lini

    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.

    Blessings Deck Card 22 - Turn 22 Darago

    Spoiler:
    Blessing of Abadar
    Blessing C
    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.

    Blessings Deck Card 23 - Turn 23 Qualzar

    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.

    Blessings Deck Card 24 - Turn 24 Skizza

    Spoiler:
    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 Deck Card 25 - Turn 25 Estra

    Spoiler:
    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.

    Location #1: Garden of Symmetry
    At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Garden of Symmetry Card 1 (Blessing of Bastet):
    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.
    Garden of Symmetry Card 2 (Stone Skin):
    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.
    Garden of Symmetry 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.
    Garden of Symmetry Card 4:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Garden of Symmetry Card 5:
    Burglar's Buckler
    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Garden of Symmetry Card 6:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 7:
    Twin Serpent Quarterstaff
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
    To Acquire: Strength Melee Arcane 9
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
    Garden of Symmetry Card 8:
    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.
    Garden of Symmetry Card 9:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Garden of Symmetry Card 10:
    The Evil Eye
    Barrier C
    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.

    Location #2: Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Scorched Obelisk Card 3:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Scorched Obelisk Card 4:
    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.
    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    Shrieking Plant
    Barrier 1
    Traits: Trigger Obstacle Plant Elite
    To Defeat: Wisdom Stealth Perception Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Scorched Obelisk Card 8:
    Blasphemous Priest
    Monster C
    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.
    Scorched Obelisk Card 9:
    Alchemical Gas
    Barrier B
    Traits: Obstacle Acid Elite
    To Defeat: Intelligence Disable Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Scorched Obelisk Card 10:
    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.

    Location #3: Walled Oasis
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Qualzar/EmpTyger

    Location #4: Thornscrub
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/VampByDay

    Location #5: Earthworks
    At This Location (Open): On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: (Bonecrusher Hunter)

    Earthworks Card 1:
    Lightning Storm
    Barrier C
    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.
    Earthworks Card 2:
    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.
    Earthworks Card 3:
    Sandstorm Dust
    Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Earthworks Card 4:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Earthworks Card 5:
    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.
    Earthworks Card 6:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 7:
    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.
    Earthworks Card 8:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Earthworks Card 9:
    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.
    Earthworks Card 10:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Location #6: Shifting Dunes
    At This Location (Open): 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: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY, (Baited Jewel Box, Holy Light, Mummified Cat, Spelldagger [Darago's])

    Shifting Dunes Card 1:
    Cleric of Nethys
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    Shifting Dunes Card 2:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 3:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Shifting Dunes Card 4:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Shifting Dunes Card 5:
    Spelldagger (Darago's)
    Weapon C
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
    Shifting Dunes Card 6:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 7:
    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.
    Shifting Dunes Card 8:
    Scribe
    Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Shifting Dunes Card 9:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Shifting Dunes Card 10:
    Mummified Cat
    Item 1
    Traits: Object Magic Mummy
    To Acquire: Wisdom Divine Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

    Location #7: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Estra/Yewstance

    Howling Sands Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Howling Sands Card 2:
    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.
    Howling Sands Card 3:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Howling Sands 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.
    Howling Sands Card 5:
    Bloodroot Poison
    Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Howling Sands Card 6:
    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.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse

    Windswept Chasm 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.
    Windswept Chasm Card 2:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    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.
    Windswept Chasm Card 4:
    Cat's Claws
    Weapon C
    Traits: Accessory Melee Piercing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
    Windswept Chasm Card 5:
    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.
    Windswept Chasm Card 6:
    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 7:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Windswept Chasm Card 8:
    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.
    Windswept Chasm 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.
    Windswept Chasm Card 10:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #9: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Safety Bubble):
    Safety Bubble
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2 (Thousand Stings Whip):
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

  • Silver Crusade

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

    Ah, the classic Duck Season joke.

    Off-Turn: Estra recharges Sign of the Thrush for Qualzar.

    A point of reference for the future; if any diplomacy-based allies (like Nefti) are on top of a location deck, Estra would like to be the one to acquire them. She's also very happy to accept them from others. With Codex of Conversations, I can (usually) recharge them and draw a card instead of merely discarding them to their effects, making them significantly stronger in her hands than another's.

    As an aside, perhaps I should start taking Nefti (and maybe Kafar?) as a Loot Ally, given how I can even use him off-turn productively.

    On my turn I'm planning to go to the Shifting Dunes, since there's 2 allies and a spell there to pickup. Mostly it's the ally count of locations that interest me and will drive my movement choices from now on.

    Estra wrote:

    Hand: Honaire, Binder's Tome, Valet, Idorii, Codex of Conversations,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Binder's Tome is free to use at my location.

    The Exchange

    Deck Handler

    Explore Windswept Chasm Card 1: Blessing of the Elements.
    Dexterity 6: 1d10 + 3 ⇒ (9) + 3 = 12 Acquired.

    Discard Blessing of The Elements to Explore Card 2: Ice Storm
    Recharge Blessing of Shizuru. Qualzar using Blessing of Abadar.
    Intelligence 11: 1d10 + 1 + 1d10 + 1d10 ⇒ (3) + 1 + (8) + (7) = 19 Acquired!

    Discard Blessing of Sivanah to Explore Card 3: Khamsin Coat
    Auto-fail.

    Skizza scurries away from the creatures into the adjacent chasm.

    "Better place for entrance anyways...and no more bug people...worse than before." he mutters to himself as he looks around.

    He finds some stone work shrines he messes with re-arranging rocks till he is satisfied to continue. Next finding a scroll he looks at for a moment about to toss away before the tinnitus kicks in but this time it faintly sounds like Qualzar.

    "Ooooh it is getting worse. Ringing is better than my gnome friend talking to me when he isn't around." he says scurrying further in ignoring a fine coat due to clutching his head.

    Scenario: 1d6 ⇒ 4 Shifting Dunes: Mummified Cat moved to top.

    End Turn. Discard Ice Storm. Reset Hand.

    Skizza wrote:

    Hand: Hand Cannon, Scarab Buckler, Double-Barreled Musket, Ushabti of the Willing Servant, Emerald of Dexterity, Blessing of Alkenstar 1,

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Notes: Discard Hand Cannon to add 2d6 to a combat check at another location. (Use Freely)
    Sideboard cards:

    Silver Crusade

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

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

    Estra moves to the Shifting Dunes, and examines the top card of it with her power.

    Shifting Dunes Card 10: Mummified Cat:

    Item 1
    Traits: Object Magic Mummy
    To Acquire: Wisdom Divine Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Estra chooses not to discard or bury a card, and takes her free exploration to encounter the Mummified Cat.
    Divine 6: 1d10 + 4 ⇒ (3) + 4 = 7 -> Mummified Cat acquired.

    These shifting sands threaten to leave Estra lost and exhausted. She relies on the whispers of the spirits to guide her; finding the shifting sands exposing a curious, small sarcophagus amidst the earth. She senses it contains the remains of a cat; sacred to the ancient Osiriani beliefs.

    Estra takes her free exploration.

    Shifting Dunes Card 1: Cleric of Nethys:

    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    Estra reveals Valet to add 2 to her Diplomacy check.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her Charisma check.

    Diplomacy 9: 1d10 + 5 + 2 + 2d4 ⇒ (10) + 5 + 2 + (3, 1) = 21 -> Cleric of Nethys 2 acquired.

    Estra reveals Codex of Conversations and sets aside Idorii to explore again, adding 2d4 to her combat checks during this exploration.

    Shifting Dunes Card 2: Holy Light:

    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Divine 8: 1d10 + 4 ⇒ (8) + 4 = 12 -> Holy Light acquired.
    Estra makes a Diplomacy 9 check to acquire Idorii, in order to try to recharge her via Codex of Conversations.
    Estra reveals Valet to add 2 to her Diplomacy check.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her Charisma check.

    Diplomacy 9: 1d10 + 5 + 2 + 2d4 ⇒ (9) + 5 + 2 + (4, 4) = 24 -> Estra succeeds at the check to acquire Idorii. Estra draws a card (Restorative Touch) for passing a Charisma check.
    Idorii is recharged.

    The spirits of old clerics whisper to Estra, her heightening spiritual powers allowing her to understand and use their guidance more than ever. In communion with them, she teaches them what they need to move on from this world, as they teach her what scant magical knowledge they still remember from their mortal lives as thanks.

    Estra reveals Codex of Conversations and sets aside Cleric of Nethys 2 to examine the top two cards of her location and reorder them.
    Shifting Dunes Card 3: Bonecrusher Wizard (TRIGGER)

    Shifting Dunes Card 3: Bonecrusher Wizard:

    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Estra encounters Bonecrusher Wizard.
    Qualzar sets aside Dimensional Leap to move to the Shifting Dunes.
    BYA: Estra takes 1 Cold Damage, and Qualzar displays Safety Bubble at the Shifting Dunes, reducing it by 1d4 to 0.

    Estra does not use a weapon or spell for combat and places Honaire on top of her deck to add 1d6+4 to her Strength check.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her Charisma check.
    Combat 9+3: 1d4 + 1d6 + 4 + 2d4 ⇒ (2) + (5) + 4 + (4, 4) = 19 -> Strong roll! Pass, Estra draws a card (Honaire) for passing a combat check.
    AYA: Estra takes 1 Poison Damage, which is reduced to 0 from Safety Bubble.
    Bonecrusher Wizard defeated.

    A gnoll suddenly ambushes Estra, and she tries to raise a ward as the Gnoll - at least half-talented in the Arcane arts - flings sharp shards of magical ice upon her. They never hit.

    Estra lowers her ward, surprised, finding Qualzar having popped into existence from seemingly nowhere.

    "The counter-inverse warp waltz worked! Glorious! Oh, there's my dance partner now, I see..." Qualzar twists space around himself, somehow nullifying the Gnoll's magic before afflicting the Gnoll with some kind of mental compulsion. It sags where it stands, eyes hazy, as Qualzar approaches it and offers a hand. It takes the sorcerer's offered hand, and they dance off into the dunes with Qualzar taking the lead in their bizarre, sandy waltz.

    Estra blinks.

    'Well that was odd.'

    Estra continues examining cards from the Cleric of Nethys 2...
    Shifting Dunes Card 4: Returning Throwing Axe +1
    From discarding Cleric of Nethys 2, Estra explores her location.

    Shifting Dunes Card 4: Returning Throwing Axe +1:

    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Estra does not attempt a check to acquire. Returning Throwing Axe +1 banished.
    Estra makes a Diplomacy 9 check to acquire Cleric of Nethys 2, in order to try to recharge her via Codex of Conversations.
    Estra reveals Valet to add 2 to her Diplomacy check.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her Charisma check.

    Diplomacy 9: 1d10 + 5 + 2 + 2d4 ⇒ (9) + 5 + 2 + (4, 1) = 21 -> Estra succeeds at the check to acquire Cleric of Nethys. Estra draws a card (Neferekhu) for passing a Charisma check.
    Cleric of Nethys 2 is recharged.

    Estra reveals Codex of Conversations and sets aside Valet to explore again, adding 1d6 to her non-combat checks during this exploration.

    Shifting Dunes Card 5: Spelldagger (Darago's):

    Weapon C
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
    Valet adds 1d6 during this exploration.
    Dexterity 4: 1d4 + 1d6 ⇒ (2) + (6) = 8 -> Spelldagger acquired.
    Estra makes a Diplomacy 7 check to acquire Valet, in order to try to recharge her via Codex of Conversations.
    Valet adds 1d6 to noncombat checks during this exploration.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her Charisma check.

    Diplomacy 7: 1d10 + 5 + 1d6 + 2d4 ⇒ (6) + 5 + (5) + (4, 3) = 23 -> Estra succeeds at the check to acquire Valet. Estra draws a card (Cleric of Nethys) for passing a Charisma check.
    Valet is recharged.

    Estra reunites with Darago, and spends a moment helping him find his lost dagger - the spirits of the desert know the difference between the old and new secrets hidden in the sands, and so it's simple to communicate with them to find anything lost in recent memory.

    Estra reveals Codex of Conversations and sets aside Cleric of Nethys to examine the top two cards of her location and reorder them.
    Shifting Dunes Card 6: Girtablilu (TRIGGER)

    Shifting Dunes Card 6: Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Estra automatically fails the Stealth 7 check, and encounters Girtablilu with its difficulty to defeat increased by 3.
    BYA: Estra has Holy Light in hand, and is dealt 1d4 Poison damage, which is reduced by 1d4 from Safety Bubble.

    BYA: Poison Damage & Safety Bubble: 1d4 - 1d4 ⇒ (1) - (2) = -1 -> Estra takes no damage.
    Estra sets aside Holy Light for combat.
    Estra places Honaire on top of her deck to add 1d6+4 to her combat check.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her combat check.
    Estra discards Spelldagger to add 1d4 her combat check with an attack spell.
    Combat 19+3 (Divine): 1d10 + 4 + 2d6 + 1d6 + 4 + 3d4 ⇒ (2) + 4 + (2, 5) + (5) + 4 + (1, 4, 2) = 29 -> Pass. Estra draws a card (Honaire) for passing a combat check.
    Estra reveals Neferekhu to add 2 dice to her noncombat Divine check to recharge.
    Divine #: 3d10 + 4 ⇒ (9, 4, 10) + 4 = 27 -> Holy Light recharged.
    Estra must pass a Diplomacy 8 check against Neferekhu or suffer the Curse of Withering.

    Estra and Darago both reveal Binder's Tome to each add 1d4 to her charisma check.
    Diplomacy 8: 1d10 + 4 + 2d4 ⇒ (6) + 4 + (3, 4) = 17 -> No effect. Estra draws a card (Spear of the Watchful Guardian) for passing a Charisma check.

    Girtablilu defeated, and Estra attempts to close the Shifting Dunes by summoning and encountering Giant Sand Eel.

    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.

    Estra reveals and additionally recharged Spear of the Watchful Guardian for combat and places Honaire on top of her deck to add 1d6+4 to her combat check.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her combat check.
    Combat 11+8: 1d4 + 2d6 + 1 + 1d6 + 4 + 2d4 ⇒ (3) + (6, 2) + 1 + (5) + 4 + (3, 4) = 28 -> Giant Sand Eel defeated, Estra draws a card (Honaire) for passing a combat check.
    Shifting Dunes is closed.
    Qualzar must attempt to recharge Safety Bubble.

    A Girtablilu lunges from the sand to attack Estra - but some residual magic left by Qualzar seems to distract it, leaving it disoriented and causing it to miss with it's stinger. Estra begins a spell to blast it with light, but a spiritual warning causes her to instead leap to safety - empowered by Honaire - as the Girtablilu's aggressive attack instead draws the attention of a vast underground eel. The Eel raises from the dunes, wrapping itself around the struggling Girtablilu and trying to drag it beneath the sands.

    Estra stands, reaching for her spear and holding it out - keeping it between the brawling monsters and herself as she backs away.

    Estra has no more cards to examine from discarding Cleric of Nethys. Examination and exploration is cancelled.
    Estra makes a Diplomacy 9 check to acquire Cleric of Nethys, in order to try to recharge her via Codex of Conversations.
    Estra and Darago both reveal Binder's Tome to each add 1d4 to her charisma check.
    Diplomacy 9: 1d10 + 5 + 2d4 ⇒ (3) + 5 + (3, 2) = 13 -> Estra succeeds at the check to acquire Cleric of Nethys. Estra draws a card (Inflict Pain) for passing a Charisma check.
    Cleric of Nethys is recharged.

    Estra reveals Restorative Touch to heal Qualzar, and banish Curse of Poisoning.
    Restorative Touch: 1d4 + 1 ⇒ (1) + 1 = 2 -> Qualzar shuffles 2 random cards from his discard pile into his deck. Qualzar's recharge pile cleared.
    Estra reveals Neferekhu to add 2 dice to her noncombat Divine check to recharge Restorative Touch.
    Divine 11: 3d10 + 4 ⇒ (1, 6, 8) + 4 = 19 -> Restorative Touch recharged.
    Estra must pass a Diplomacy 8 check against Neferekhu or suffer the Curse of Withering.

    Estra and Darago both reveal Binder's Tome to each add 1d4 to her charisma check.
    Diplomacy 8: 1d10 + 4 + 2d4 ⇒ (9) + 4 + (4, 2) = 19 -> No effect. Estra draws a card (Blessing of Qi Zhong) for passing a Charisma check.

    Estra ends her turn.
    Random Open Location: 1d5 ⇒ 5 -> Estra examines the bottom of the Windswept Chasm.
    Windswept Chasm Card 10: Girtablilu (TRIGGER)

    Windswept Chasm Card 10: Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Er, that's tricky... I can probably defeat this guy, but I don't want to close the Windswept Chasm and lose my Codex of Conversations and Honaire. I suppose I'll just fight him, then pass on closing, and we can consider it a chance to grab boons out of the location deck.

    Estra automatically fails the Stealth 7 check, and encounters Girtablilu with its difficulty to defeat increased by 3.
    Estra buries Binder's Tome to evade Girtablilu, reluctantly.

    Estra sees more Girtablilu's stirring, drawn by the sounds of combat. She flees to safety, calling upon the memories of spirits to summon into ethereal form, re-living the moments before their death and acting as an illusion to distract any pursuers.

    Estra resets her hand, and must discard Mummified Cat to bring her down to her max hand size.

    Estra wrote:

    Hand: Honaire, Inflict Pain, Codex of Conversations, Neferekhu, Blessing of Qi Zhong, Mindblade,

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    Notes: I'm going to write up some thoughts regarding this turn in Discussion later...

    Binder's Tome and Inflict Pain are free to use at my location (which I doubt anyone will be at).

    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 [X] +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 ([X] 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: 3

    Qualzar used Dimension Leap to move to the Shifting Dunes, and must attempt to recharge it.
    Qualzar displayed Safety Bubble at the Shifting Dunes.
    Qualzar must attempt to recharge Safety Bubble when the Shifting Dunes were closed.
    Qualzar was healed for 2, and had his remaining Curse banished.
    Darago's Spelldagger has been recovered.
    The Windswept Chasm has been shuffled. It has a henchman (rather than the villain) there.


    Male Gnome Sorcerer/Impeller Deck Handler

    (During Estra's turn)
    Revealing Cat. Estra and Darago reveal Binder's Tomes

    Arcane 12: 1d10 + 5 + 2 + 1d4 + 1d4 ⇒ (10) + 5 + 2 + (1) + (2) = 20
    Dimension Leap is recharged
    Revealing Cat. Estra and Darago reveal Binder's Tomes

    Arcane 13: 1d10 + 5 + 2 + 1d4 + 1d4 ⇒ (10) + 5 + 2 + (2) + (2) = 21
    Safety Bubble is recharged
    Blessing of Abadar, Blessing of Pharasma are cured
    "You heard him, Little Q. It's gnoll season!" Qualzar and his familiar dimension doored to surprise a gnoll wizard.

    Qualzar wrote:

    Hand: Tablet of Languages Lost, Cat, Swipe,

    Displayed:
    Deck: 12 Discard: 6 Buried: 0
    Notes:
    Ask before using: Swipe (-3 to combat difficulty)
    Can use without asking:

    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 [X] +3 [] +4
    -- Arcane: Charisma +2

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic 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.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3


    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.

  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Rubila:
    Spoiler:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3. Before you act, you are dealt 1d4+1 Poison damage. If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Orchamus:
    Spoiler:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat. Before you act, you are dealt 1d4 damage. All damage dealt by Orchamus is Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash:
    Spoiler:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Girtablilus:
    Spoiler:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 7, 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 Monsters:

    Monster 1
    Spoiler:
    Elemental Arachnid
    Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 2

    Spoiler:
    Royal Naga
    Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Monster 3

    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.

    Monster 4

    Spoiler:
    Skull Ripper
    Monster 3
    Traits: Construct
    To Defeat: Combat 14
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    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.

    Barrier 2

    Spoiler:
    Alchemical Gas
    Barrier C
    Traits: Obstacle Acid Elite
    To Defeat: Intelligence Disable Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Barrier 3

    Spoiler:
    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.

    Barrier 4

    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.

    Barrier 5

    Spoiler:
    Inevitable Trap
    Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Random Weapons:

    Weapon 1
    Spoiler:
    Scimitar
    Weapon B
    Traits: Sword Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2

    Spoiler:
    Disrupting Rapier +1
    Weapon 3
    Traits: Sword Melee Piercing Finesse Swashbuckling Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3

    Spoiler:
    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.

    Weapon 4

    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.

    Weapon 5

    Spoiler:
    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.

    Random Spells:

    Spell 1
    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

    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.

    Spell 3

    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.

    Spell 4

    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.

    Spell 5

    Spoiler:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    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.

    Armor 2

    Spoiler:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Armor 3

    Spoiler:
    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.

    Armor 4

    Spoiler:
    Burglar's Buckler
    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Armor 5

    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.

    Random Items:

    Item 1
    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.

    Item 2

    Spoiler:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Item 3

    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.

    Item 4

    Spoiler:
    Healer's Kit
    Item B
    Traits: Tool Healing
    To Acquire: Wisdom Survival Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 5

    Spoiler:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Random Allies:

    Ally 1
    Spoiler:
    Scribe
    Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Stained Glass Elemental
    Ally C
    Traits: Elemental Electricity Veteran
    To Acquire: Charisma Survival Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Ally 3

    Spoiler:
    Unwrapped Harmony
    Ally 2
    Traits: Trigger Caligni Oracle
    To Acquire: Perception Charisma Diplomacy 11
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Ally 4

    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.

    Ally 5

    Spoiler:
    Pard
    Ally C
    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    Spoiler:
    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.

    Blessing 3

    Spoiler:
    Blessing of the Elements
    Blessing C
    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.

    Blessing 4

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessing 5

    Spoiler:
    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.

    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: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

    Spoiler:
    Blessing of Bastet
    Blessing C
    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.

    Blessings Deck Card 2 - Turn 2 Darago

    Spoiler:
    Blessing of Wadjet
    Blessing C
    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.

    Blessings Deck Card 3 - Turn 3 Qualzar

    Spoiler:
    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.

    Blessings Deck Card 4 - Turn 4 Skizza

    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.

    Blessings Deck Card 5 - Turn 5 Estra

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 7 - Turn 7 Lini

    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.

    Blessings Deck Card 8 - Turn 8 Darago

    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.

    Blessings Deck Card 9 - Turn 9 Qualzar

    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.

    Blessings Deck Card 10 - Turn 10 Skizza

    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.

    Blessings Deck Card 11 - Turn 11 Estra

    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.

    Blessings Deck Card 12 - Turn 12 Cogsnap

    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.

    Blessings Deck Card 13 - Turn 13 Lini

    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.

    Blessings Deck Card 14 - Turn 14 Darago

    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.

    Blessings Deck Card 15 - Turn 15 Qualzar

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 - Turn 16 Skizza

    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.

    Blessings Deck Card 17 - Turn 17 Estra

    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.

    Blessings Deck Card 18 - Turn 18 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 19 - Turn 19 Lini

    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.

    Blessings Deck Card 20 - Turn 20 Darago

    Spoiler:
    Blessing of Abadar
    Blessing C
    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.

    Blessings Deck Card 21 - Turn 21 Qualzar

    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.

    Blessings Deck Card 22 - Turn 22 Skizza

    Spoiler:
    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 Deck Card 23 - Turn 23 Estra

    Spoiler:
    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.

    Location #1: Garden of Symmetry
    At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Garden of Symmetry Card 1 (Blessing of Bastet):
    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.
    Garden of Symmetry Card 2 (Stone Skin):
    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.
    Garden of Symmetry 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.
    Garden of Symmetry Card 4:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Garden of Symmetry Card 5:
    Burglar's Buckler
    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Garden of Symmetry Card 6:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 7:
    Twin Serpent Quarterstaff
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
    To Acquire: Strength Melee Arcane 9
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
    Garden of Symmetry Card 8:
    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.
    Garden of Symmetry Card 9:
    Orchamus
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 21
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Garden of Symmetry Card 10:
    The Evil Eye
    Barrier C
    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.

    Location #2: Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Desert Trapper
    Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Scorched Obelisk Card 3:
    Rubila
    Villain 4
    Type: Monster
    Traits: Trigger Girtablilu Rogue
    To Defeat: Combat 23
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.
    Scorched Obelisk Card 4:
    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.
    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    Shrieking Plant
    Barrier 1
    Traits: Trigger Obstacle Plant Elite
    To Defeat: Wisdom Stealth Perception Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Scorched Obelisk Card 8:
    Blasphemous Priest
    Monster C
    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.
    Scorched Obelisk Card 9:
    Alchemical Gas
    Barrier B
    Traits: Obstacle Acid Elite
    To Defeat: Intelligence Disable Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Scorched Obelisk Card 10:
    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.

    Location #3: Walled Oasis
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Thornscrub
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/VampByDay

    Location #5: Earthworks
    At This Location (Open): On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: (Bonecrusher Hunter)

    Earthworks Card 1:
    Lightning Storm
    Barrier C
    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.
    Earthworks Card 2:
    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.
    Earthworks Card 3:
    Sandstorm Dust
    Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Earthworks Card 4:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Earthworks Card 5:
    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.
    Earthworks Card 6:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 7:
    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.
    Earthworks Card 8:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Earthworks Card 9:
    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.
    Earthworks Card 10:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Location #6: Shifting Dunes
    Closed
    At This Location (Open):
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Estra/Yewstance, Qualzar/EmpTyger, Darago/AAUGHWHY,

    Location #7: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack

    Howling Sands Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    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.
    Howling Sands Card 2:
    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.
    Howling Sands Card 3:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Howling Sands 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.
    Howling Sands Card 5:
    Bloodroot Poison
    Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Howling Sands Card 6:
    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.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse, No Villain

    Windswept Chasm Card 1:
    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.
    Windswept Chasm Card 2:
    Cat's Claws
    Weapon C
    Traits: Accessory Melee Piercing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
    Windswept Chasm Card 3:
    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.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Windswept Chasm Card 6:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 7:
    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.

    Location #9: Cards Not In the Box
    Closed
    At This Location (Open): Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Safety Bubble):
    Safety Bubble
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 2 (Thousand Stings Whip):
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Blessing of the Elements: Cogsnap heads to the Garden of symmetry-Explore, (oh it's a blessing, how odd?)
    Disable 8 vs. 1d10+3(dex)+3(disable): 1d10 + 6 ⇒ (5) + 6 = 11
    Success, recharge Scarab sand due to location power. Discard Blessing of Bastet to examine-then explore. Stone Skin.
    Arcane 7 vs. 1d10(int)+1(arcane skill): 1d10 + 1 ⇒ (9) + 1 = 10
    Success-Recharge Alchemist's fire due to location power.
    I could keep going, but I'll stop there. I want to get my canteen out before I go ham on explorations, and I'm in a time crunch. Examine bottom card-Evil Eye. FANTASTIC
    I'm cursed: 1d8 ⇒ 6
    Suffer curse of withering. I'd appreciate an un-cursing at your early possible convinience. IMPORTANT TAKE AWAY: Cards 1 and 2 acquired, Card 10 banished. I'm Cursed.

    <Cogsnap> wrote:

    Hand: Stone Skin-MM, Canteen, Blessing of the Elements-Beta, Deathtrap in a Jar, Twitch Tonic, Liquid Ice, Stained Glass Elemental,

    Displayed: Alchemist's Kit,
    Deck: 8 Discard: 3 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 [X]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.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Blessing of Bastet in effect.

    Lini joins Cogsnap a the Garden of symmetry.

    "You are not looking so good. Maybe there is a cure nearby."

    Garden of Symmetry 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.

    divine 3: 1d10 + 5 ⇒ (9) + 5 = 14

    Acquire Blessing of the Ancients, recharge Fiery Glare due to location power. Discard Blessing of the Ancients to examine then explore.

    "Nope. Nothing here about curing you."

    Garden of Symmetry Card 4: The Third Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Trigger: The Third Law is encountered and displayed next to the scenario. Exploring next card.

    "Just some old laws here."

    Garden of Symmetry Card 5: Burglar's Buckler:

    Armor 1
    Traits: Shield
    To Acquire: Constitution Fortitude Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Constitution 6 revealing Mastiff: 1d8 + 1d4 + 3 ⇒ (3) + (2) + 3 = 8

    Acquired Burglar's Buckler, recharge Striking Wing Scimitar due to location power. Discard Blessing of Sivanah to explore.

    "Nope."

    Garden of Symmetry Card 6: Channel the Gift:

    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    divine 12 revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (4) + (2) + 8 = 14

    "This will work."

    Acquire Channel the Gift. No effect from location. cast Channel the Gift for Restorative Touch.

    recharge 14 for Channel the Gift revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (10) + (4) + 8 = 22

    Cast Restorative Touch on Cogsnap banishing Curse of Withering and healing: 1d4 + 1 ⇒ (2) + 1 = 3
    recharge 10 for Restorative Touch revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (9) + (2) + 8 = 19

    Recharge Key of the Second Vault to location effect.

    "There ya go. Right as rain."

    Lini wrote:

    Hand: Binder's Tome, Pyrotechnic Blast, Burglar's Buckler aq, Mastiff, Cure 1, Sebti the Crocodile aq,

    Displayed:
    Deck: 18 Discard: 2 Buried: 0
    "Notes: Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Location: Garden of Symmetry"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    Garden of Symmetry card 4 The Third Law is displayed next to the scenario.

    Garden of Symmetry Cards 3, 5, and 6 acquired.
    Cogsnap is healed for 3 and curse of withering is banished.

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    Community / Forums / Online Campaigns / Play-by-Post / [ACG][OutPost I]Hawkmoon269's Season of Plundered Tombs Table 3 All Messageboards

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    This is where discussion will happen.


    One more thing we need to do is decide on a turn order. You are free to discuss and choose a strategic order if you feel there is one. Otherwise going by timezone or typical "active" hours might be best. Is everyone could share their timezone and when they are typically active, I'll compile a list based on that. Then as a table you can decide to adjust it as you see best.

    For the record, I'm Eastern Standard Time. I can typically check in weekdays during the work day, except Wednesday. I'm also able to check in the evenings after 8:30 or so. Weekends are a bit more variable with juggling activities for 4 kids. But my timezone won't matter near as much as yours.

    Grand Lodge

    Alf Deck Handler


    I'm on CST, but my posting times are erratic (especially on weekends)due to working in retail. This is one of two tables for my first play of ACG, and I'm a bit overwhelmed by things going into this.

    Please bear with me.

    The Exchange

    Deck Handler

    CST 2-10PM is my most active. I can post once before work in the morning if needed though.


    Thanks for stepping in Hawkmoon!

    I'm also Central US, and I'm also not sure what my posting schedule will turn out to be, as this is also my first experience with PACG PbP.

    Silver Crusade RPG Superstar 2014 Top 16

    Just checking in, I'm only seeing three of the players having checked in here. Looks like we're missing... Yewstance and Ogseamus. I'll send PMs to them today to remind them that the table has moved.


    I’ve never played with the Mummy’s Mask set before. Does anyone have any input re turn order?
    (Honestly when I play PACG offline, it’s usually just decided randomly, so not sure I have much to contribute for that strategizing.)

    Silver Crusade RPG Superstar 2014 Top 16

    I would recommend you guys do turn order based on time zone, to maximize turns per day.

    Grand Lodge

    Alf Deck Handler

    Okay, got my Deck Handler here, how do draw cards and pick spot?


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Ah shoot, I only JUST found the 'Discussion' tab of the now-inactive thread for this table run by LucianC. I suspect some other players whom haven't checked in are not aware yet.

    Furthermore, I just saw that I'd been sent private messages.. they have not been forwarded to my email in any way, and even as I log into Paizo there's no indicator to suggest I have unread messages until I manually go to look at them now that there's been the redesign. I'm sorry for being so late!

    Okay, my timezone is AEST (UTC+10), but I'm going to be most active from 5-8am and 12-1pm that time. Make of that what you will.

    I need to re-read everything that's been said, read the private messages I've got, and get my Deck Handler sorted. Sorry again for the lateness, but I honestly didn't get any notice through the channels I expected to hear from.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Alright, I think I've got almost everything sorted.

    I've got my Deck Handler sorted.

    Question/Issue 1: Now that I have my Deck Handler, I'm not sure how to apply it to my posts like I've seen with other players (instructions didn't cover that, as far as I could see).

    Question/Issue 2: I have not played Mummy's Mask before, so let me know anything I need to know for Traders when they come up, please. I couldn't find anything in the Adventure Card Guild Guide regarding traders, bazaars or anything specific for the Season of Plundered Tombs, despite the instructions, as quoted below.

    ACG During Outpost instructions wrote:
    If you’re playing Season of Plundered Tombs or Season of Faction’s Favor, you’ll also want to choose the trader you’re visiting… if you don’t know what this means, go back and check out the PACGuild Guide for more details.

    Question 3: Following the instructions in the guild guide, I am correct in assessing that I can use a set B non-basic boon if there are not enough basic boons? I'm using a non-basic Blessing as there are only 2 Blessings of the Gods.

    Question 4: Could I get the stats on the henchman Giant Sand Eel, since it is required to temporarily close one location?

    Otherwise, I'm good to begin, and I'll post my starting location now. Oh, and since I didn't mention; I can post much more frequently on weekends, just keep in mind that for a lot of the english-speaking world (USA), I appear to be one day 'ahead' of you in AEST.

    EDIT: Gronk, just post in the Gameplay tab of this table to choose your starting location. We haven't quite worked out turn order yet, and I believe we all should pick our starting spot before drawing our opening hands, technically. But with that said, the ACG during Outpost doc I'm working from explains how to draw your starting hand.

    RE: Turn order.

    My personal opinion is that characters with more off-turn ways of emptying their hand tend to be better towards the end of the turn order, because it maximizes how much value/draws they get out of resetting their hand after the first round of turns. After that, if players have evade/scouting effects that only work on their own turn, they're slightly better towards the start of a round, because it slightly increases the odds of getting information that will affect how other people will choose to play.

    It shouldn't matter much, especially for our first scenario, though! I'm happy to go first, if there's no other preferences. Qualzar has a built-in evade, so that may also make him a decent candidate.

    Silver Crusade RPG Superstar 2014 Top 16

    Answer 1: all you need to do is scroll down below where you have entered your hand in the sheet, and you'll see a big block of generated text. Make sure that you get your character skills and powers all updated, then you can just copy all of those cells and paste them right into the paizo forums text submission box.

    Question 2: traders will only come into play when you've earned them from the scenario rewards. I believe at the end of this first scenario you'll earn a trader, which means at the start of the next scenario you'll be able to visit that trader according to the rules that hawkmoon posted.

    Silver Crusade RPG Superstar 2014 Top 16

    Answer 3: you're current that you get to use a non basic blessing. This is actually because the sign of the pack was supposed to be Basic, but the trait was left off, and they decided it wasn't a big enough deal to FAQ.

    Answer 4: I'm sure Hawkmoon will post the giant sand eel text very soon.

    Great to see that this table is all ready to go!


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Wait, I thought copying and pasting those cells just made my 'hand' and details appear like in play-by-forums I'd seen. I'm referring to the tiny little link to the Deck Handler above the avatars of (almost) every other player in this thread. Did I misunderstand what the cells/spoilers were doing, or did I ask the wrong question?

    EDIT: I've put 2 and 2 together. This is about setting up an alias, huh? Hm. It's late; I'll look into it tomorrow morning.


    Just thought of another question- what is the scenario number for this adventure? Is it 0 or 1?


    Giant Sand Eel is in the campaign header now.

    This is adventure 1.

    Still waiting to hear from Ogseamus. Hopefully that happens today.

    Silver Crusade

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

    Thanks for the Giant Sand Eel info.

    I've got an alias, but I'm still clearly missing a few things that everyone else already knows, because I'm not seeing a way to set up a link to my Deck Handler (or set anything besides an avatar and name for my alias, for that matter). As an aside, there's no avatar for the iconic Estra, so this'll have to do.

    @EmpTyger It's set B, so it should be 0.

    EDIT: I'm wrong. Missed the finer points of OP standards.


    Organized play starts with adventure 1.


    Yewstance:
    Under "Alias", under the "Profile" tab, there's an "Edit My Profile" button. From my own trial-and-error, it seems that only the "Race", "Classes/Levels", and "Gender" fields are what gets auto-populated in a post. So one of those 3 has to include a link to the Deck Handler. That link should be in the form "(url=http....)Deck Handler(/url)", but change the parentheses to square brackets, and supply the correct web address for your Estra's google spreadsheet.

    If someone knows better, please correct or elaborate! I only learned a couple days ago and I'm not 100% myself.

    Silver Crusade

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

    Thank you EmpTyger for the help! That seemed... complex. I didn't realise there was my own profile page for my alias, which wasn't accessible from my normal account page. Rather confusing, but apparently fixed up now.


    We need to set a turn order. Only 2 of you had regular times of the day you felt you would be active. The other 2 were erratic. So, timezone might not help too much. In the interest of getting things going, since Yewstance isn't likely to be available for 5 more hours, I'm going to slot Estra 4th and randomly roll for the other 3.

    In order of posting in this thread.
    1=Gronk
    2=Skizza
    3=Qualzar
    Order: 1d3 ⇒ 1

    Gronk is first.

    So, then Skizza or Qualzar.
    And then...: 1d2 ⇒ 2
    Qualzar it is.


    If anyone has any questions about playing, please let me know. I know it was a bit of a rush getting this setup at the last minute. Thanks for being flexible.


    If you haven't responded to my PM yet about Google Hangouts, please do so soon. Thanks.

    Grand Lodge

    Alf Deck Handler

    It will probably NOT be a good idea for me to take the first turn, unless we really want to dissect how to play as I have no idea what I'm doing and it'd probably take a week of back and forth without an example to take my turn.

    I am still following the thread, but going on delay (if that's a thing in ACG?) until I see how a couple of other turns go at least?


    Ok. Let's make you 4th then. And we'll start with Qualzar.


    Ok. I made that change. Here is an example of another table that is playing that you can look at to see how to play.

    If you have questions about how to play in general, I'd be happy to help answer anything.


    I’m having a little trouble updating the deck tracker on my phone. Will try again in about an hour. But Skizza can go int the meantime.

    Silver Crusade

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

    Missed my chance to post this morning, and about to head to work. Will post in 3-4 hours from this message, most likely, if everything's set up. I have managed to quickly draw my starting hand, so feel free to see if there's anything you feel you really need to use.

    Assuming we're not using Google Hangouts (which is a better place for it, if so), I'm planning on actively updating my deck handler with notes for blessings/effects you can feel free to use during your turn, so you don't have to wait up for me.


    Agent Eclipse:
    A much better first turn than I had! Well done.
    Qualzar is going to need to conserve his cards from here on out.

    Yewstance:
    As I told Hawkmoon, I'm okay with using hangouts for things like simple turn alerts, but personally I'd vote for our strategizing to be done on the forums. (I'm an ex-lurker, and I decided to delurk because of what I was able to read publicly, so I'd like to "pay it forward", if you will, for any other lurkers out there.)

    The Exchange

    Thanks. It was interesting typing it all out and working within PbP. I was a little worried but Skizza is who I play in my home games when I get a chance to play. He is a neat little mouse.

    I can be on either one and check my notifications here quite often.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    That was fun! And super lucky with the Dowsing Rod finding the villain, and super unlucky with my initial Dexterity 5 check. According to AnyDice, the odds of getting 4 (the only result that wouldn't have passed with 1d4+2d6+1) were 0.69%. Or in other words, I had a 99.31% chance of success there.

    So the good news is that in just 3 turns, we've closed a location and we've identified exactly where the villain is, so we're blazing through this. I'd recommend people look at the boons available from the location decks and make requests as to which deck not to close, if they want to dig up boons to replace. I could certainly use a better spell from my class deck, personally, so I'll probably stick around at the Windswept Chasm until I find the spell that I know is here (the villain's on the bottom, so no risk of that being an issue).

    Incidentally, I'm going to be reasonably frequently burying cards to get my extra explorations, so I'd kind of like to share a location with someone at some point so that can hand me off extra boons they don't want, so I don't run myself out of cards. I have plenty of ways of self-healing, so I won't kill myself, but still.

    (As an aside; I was going to cure myself those 2 cards just for the sake of it, especially since if I fail the recharge roll I can use Honaire to cycle my cure back in and so on... but I realised that would shuffle my deck, and potentially throw Honaire much lower in and he's kind of essential for half the checks I may have to make. Not worth risking shuffling my deck unless Honaire's safely in my hand already.)

    I also have a question; if a Blessing of the Gods copies a blessing on top of the discard pile, like Blessing of the Ancients, can't it recharge itself to use its effects? You're treating Blessing of the Gods as if it had the same powers as Blessing of the Ancients, which includes being able to recharge itself if the top card of the blessings deck is Basic (such as Blessing of the Ancients). Or is this one of those messy "Powers vs Other Text on a card" issues that occasionally plagues the Rules forum?

    Whether or not that's the case; Skizza, I feel you should've spent your Blessing of Ancients for your second exploration, not your Blessing of the Gods. That way you would've been able to recharge it and save yourself a discard, unless you're worried about Triggering something...

    ...which, to be fair, would've made all the difference, since you wouldn't have beat the gnoll with your rolls if he'd been Triggered. So I guess it certainly worked out! Nice work on the closing.

    The Exchange

    I think I was holding on to the Ancients just because it was new and I wanted to see about using it later opposed to the Basic one. I will note it in the future though. It is a lot to take in for sure.

    A location I could find something useful is Brickworks for sure. Three weapons being there. I don't mind sharing if necessary. The spells seem a bit spread out for you though.

    Oh. I also fixed Skizzas hand from the 1 Closing damage earlier, Hawkmoon.

    Skizza wrote:

    Hand: Alchemical Cartridges, Pistol, Matchlock Hackbut, Powder Horn, Blessing of The Ancients,

    Displayed:
    Deck: 7 Discard: 2 Buried: 1
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Light Armors & Weapons
    Powers:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([ ] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([ ] 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.)


    Blessing of the Gods:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    MM Rulebook p23 wrote:

    Powers: Each power is presented as a complete paragraph. Powers allow you to perform a specified action to cause an effect, such as discarding the boon to add to a check. (Common actions include revealing, displaying, discarding, recharging, burying, and banishing, but other actions may be specified.) When you perform an action with the card to cause an effect, you are playing it for its power. (See Playing Cards, p. 8).

    If a paragraph on a boon doesn’t require you to perform an action with that boon to cause an effect, that paragraph is not a power; do what it says at the appropriate time. For example, if a paragraph says “After you play this card, if you have the Divine skill, recharge it instead of discarding it,” and you have the Divine skill, you must recharge the card after you play it. If a card says “If proficient with light armors, you may recharge this card when you reset your hand,” and you are proficient with light armors, then when you reset your hand, you may recharge that card. When you are required to do something with the card as part of the effect (rather than to cause an effect), that does not count as playing it. So in either of the previous examples, recharging the card does not count as playing it.

    If a card tells you that you may treat it as if it has the same powers as another boon, do not include paragraphs that are not powers.

    So...

    Blessings of the Ancients wrote:

    Discard this card to add 1 die to any check.<This is a power.

    Discard this card to examine the top card of your location, then you may explore your location.<This is a power.
    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.<This is NOT a power.

    The 3rd paragraph doesn't require you to perform an action with the boon to cause an effect. That means it isn't a power. Because of that last bold sentence from the rules Blessing of the Gods doesn't get treated as if it had the 3rd paragraph from Blessing of the Ancients. Likewise, if the top of the blessings discard pile was Blessing of Abadar...

    Blessing of Abadar wrote:

    Discard this card to add 1 die to any check.<This is a power.

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

    So, Blessing of the Gods doesn't get treated like it has the 4th paragraph, because that isn't a power (it doesn't require you to perform an action with the boon to cause an effect).

    And if you want to tweak which card you played because you didn't understand something. I'm fine with that.


    1 person marked this as a favorite.

    Also, you all are doing great.


    I'm not feeling especially picky right now about boons. Seems like anything will be an improvement.

    Yewstance:
    If you're offering, I wouldn't mind a cure for Qualzar. I could come over and help you dig up the Windswept Chasm on my next turn. (Assuming that a henchman doesn't shuffle it in the meantime.)

    Hawkmoon:
    Thanks for the rules lesson!


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Indeed, thank you to Hawkmoon for that rules clarification! I feel like I've sought exactly that explanation by forum-digging before, but I never had it explained so well. (And I missed that part of the most recent rulebook. Whoops.)

    And no, it doesn't affect the choices I made in any way, don't worry.

    EmpTyger:
    Seems like a solid plan. You can come over and we'll dig through the place for boons, making sure not to encounter the villain at the end. If we're both still there at the start of your third turn, I'd appreciate you handing off a weak boon to me if you have one in your hand at that point; as I said, I'm a little wary of how I may end up aggressively burying cards.

    At any point during your turn, feel free to use my Cure spell once you're at my location. Probably would be worth using your blessing for an exploration or dice to increase the quality of cards I'll likely get to heal back. That way your end-of-turn reset will be better, most likely.

    Actually, I'd better ask right now. Question for the GM: Is it acceptable for players to use cards from different players' hands with their advance permission? In the case of EmpTyger using my Cure spell, if that's fine, would he be expected to make the Recharge check/roll, or should I do that myself as soon as I can next access the forums?

    At some point we should get into the habit of keeping track of who can offer blessings for important checks, too.


    It is totally acceptable to use other characters cards and powers as long as they've said you can. That is something you should call out when you past your hand. But I'd just leave the recharge to the person who "owns" the card.

    Check out this example. Poog says anyone can use his Find Traps spell. Reta uses it shortly after. And then after that, Poog attempts to recharge it (and fails).

    Grand Lodge

    Alf Deck Handler

    I think my turn is done. Was it okay?


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    From what I saw, looked fine to me! As I noted in the gameplay thread (though here is more appropriate); be careful of taking acid damage when you get to close your location, since that will give you the Curse of Vulnerability in this scenario.

    Personally, I think we're all doing great. :D Thanks again to Hawkmoon for his GMing and coaching us through things (I also note that the bottom card of the Chasm is helpfully marked now that it's been examined. Thanks!). This marks it as EmpTyger/Qualzar's turn again.


    That went much better than my first turn. Thanks again for the cure Yewstance!


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Geez! I went to the Chasm since I was most adept at picking up blessings, and there you go and clear almost the entire deck in a single turn!

    Nice turn indeed, and finished with few more good boons in your deck. And no worries. I even recharged the cure.

    I am beginning to consider my next turn, though. With my character power or my blessing, I can clear out the last two cards before the villain, just so we're ready to fight him at a moment's notice... but they're two banes, so they're unlikely to be worth anything to us. And there's a very small risk of a card that would force me to encounter the villain anyway.

    Besides, the deck may have another henchmen thrown into it in the future, likely shuffling the villain higher, so spending a turn here probably isn't worth my time. As much as I'd like to get a boon handed off to me, it seems best that I move to explore somewhere else.

    -I could go to the Sulfur Pits, where my Acid Jet spell would be stronger and I'd share that spot with Gronk for boon-trading purposes or my supporting spells.
    -Or I could go to the Brickworks, since I'm the only person besides Gronk who could feasibly pass the closing check (my puny d4 strength belies the +1d6+1 I get from Honaire). The only way anyone could get better odds than me there is if Gronk spends 2 cards on his first power.

    Any suggestions? We still need to see what Skizza does, of course.

    Oh; feel free to use my blessing of the gods in hand, Skizza, if you feel you need it for a check. I'm happy to dig into my deck a bit, and I wouldn't have played a Divine caster if I wasn't willing to act as a supporting character.

    The Exchange

    Hey, I did a quick turn on the laptop at work to not hold us up for another 4 hours. I figured I really would like a 1 Weapon so went for it. My deck is sadly at the house so I was scrambling to find pictures of them online. Is there a PRD like resource for PACG? (Coworkers look at me funny with a deckbox on the desk, lol.)


    Currently there is not an official listing of the cards and their powers. Thanks for the extra effort in posting your turn.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Finished my turn. I had hoped that using Honaire to heal would've brought more than 2 cards back into my deck, honestly, and I'd hoped the shuffle would have helped me re-draw Cure. In retrospect, I feel it may have been smarter to hold onto Honaire for his consistent powers, but too late now. Still learning this character.

    Picked up a couple of things. Largely uninteresting Deck B cards for the most part, but in the short term both very practical for the Sulfur Pits, so I'll likely remain here until it's closed.

    I've no support for other players at the moment.

    Gronk; I'd happily take your Amulet of Mighty Fists off your hand if you want to hand it off at the start of your turn. That way you get to redraw something better at the end of your turn - right now, it doesn't help you unless you end up losing your quarterstaff, which is just a better card for you at the moment. I can use any extra cards I have for explorations and stat boosts, which is pretty powerful.

    If you'd like to hang onto it, perhaps for use with your own power, that's fine too, though.


    Agent Eclipse:
    What I did was create a new column on my deck tracker, manually typing in the card text so that I might know what Qualzar could do while I'm out of my apartment away from the physical cards. Not that that helps with knowing what others' cards can do. (I'm a little curious what this mystical Honaire is doing for Estra!)
    But in any case, don't feel guilty about making us wait because you have a job in real life! :) 4 hours is well under the 24-hour expectation.

    The Exchange

    Yeah, I think I think I will just take a quick snapshot of them on my phone so they are available. I can fit them all in one picture to reference when necessary. I was interested in Honaire too so I had to pull out the deck to sate my curiosity once I got home. Its a very interesting mechanic.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    I don't have my deck immediately to hand at the moment, but I'll describe Honaire's text here for reference's sake. It is likely important that the team is aware of what it does, as it's a card that is mandatory to be in my deck for the entire adventure path, and it will always start in my hand and rarely leave it for long. It also clearly makes up for my generally weak skillset for Estra (no d12, core combat skill is Divine with only d10+2, two d4s and only 3 trained skills).

    Honaire (From memory):

    Honaire
    Loot (Type: Ally)

    (I don't remember the exact traits, but I'm pretty sure it at least includes "Undead")

    You may place Honaire on top of your deck to add 1d6 + the current adventure deck number and the Undead trait to your Strength, Dexterity, Constitution or Combat check.

    You may reveal Honaire to shuffle 1d4+1 cards from your discard pile into your deck. Then, discard Honaire.

    Additional/Personal notes:
    -Estra can use a power feat to get a power that places Honaire on top of your deck if he would be shuffled in, meaning he can be 'cured' to the top.

    -Estra's favored card type is Honaire Loot Ally, so he'll always start in her hand.

    -Basically, Honaire means that Estra can reliably get 1d4+1d6+AD# for Strength and Dexterity checks, and 2d6+AD# for Constitution checks. Her start-of-turn examine/encounter power can further improve those checks. In particular, this means that she will often have the best Strength and Constitution checks of the party, if she has Honaire available to support her. Only Gronk can easily compete, but he often has to discard a card and bury a second to do so consistently.

    -Honaire can always contribute to a Combat check, regardless of the weapon/spell being used. Successful combat checks cause Estra to draw a card, therefore bringing Honaire back to potentially be used several times a turn.

    Grand Lodge

    Alf Deck Handler

    If Honaire is a better use for it, Explore Report Cooperate go go go

    Still deworking here


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Just to clarify; Honaire doesn't have anything to do with my use of extra boons, like the Amulet of Mighty Fists. Just that my start-of-turn power gives me an extra exploration (with bonus rolls) if I bury a card from my hand, which is pretty powerful.

    Grand Lodge

    Alf Deck Handler

    Okay, that was really complicated and I hope I didn't mess any of it up. Please adjust it if I did!

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