[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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Silver Crusade

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

(Oops, I didn't correctly delete my super crappy first attempt at the riddle when I thought I replaced it with a slightly better one in my last post. Ignore that.)

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

Boo. I'd rather not eat the damage and the Curse, so Estra will expend a die bump (down to 2, from 3) to add 1 to Darago's result so he passes.
Eternal Captives defeated.

Estra struggles not to shout at her "helpful" allies. She takes a breath, and speaks to the suffering dead.

"Tormented ones; be still. Allow me to unravel this curse upon you and allow your spirits to rest. You no longer are bound to these bodies, and thus they may be rendered unto dust (by acid solution) and sand."

Estra buries Charm Person to draw a random Human ally from the box.

Random Ally: 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.

Estra displays Hypercognition next to her character card, adding 1 die to any Intelligence, Charisma or Wisdom check she makes during this turn.

Estra rubs her forehead, feeling a headache coming on.

...She pauses. She stands up a bit straighter. That's no headache. Instead, she realizes her senses have sharpened; magnified - did those poor souls gift her with some psychic inspiration as thanks?

Estra reveals Codex of Conversations and sets aside Bal Themm to explore again.
Codex of Conversations: Diplomacy 10 (Hypercognition, Binder's Tome): 2d10 + 5 + 1d4 ⇒ (10, 2) + 5 + (3) = 20 -> Estra draws a card (Blessing of Qi Zhong) for passing a Charisma check. Mindblade recharged.

Altar of Riddles Card 2: 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.
Hypercognition adds a die.
Knowledge 8: 2d8 + 1 ⇒ (6, 6) + 1 = 13 -> Shield Cloak acquired.

Estra manages to find Darago's lost cloak, though elects not to immediately return it to him out of lingering spite from his earlier ungraceful faux pas with the undead captives.

Estra discards Sign of the Thrush to explore again.

Altar of Riddles Card 4: Sands of Time:

Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Hypercognition adds a die.
Divine 8: 2d10 + 4 ⇒ (1, 3) + 4 = 8 -> Sands of Time acquired.

Estra reveals Blessing of Qi Zhong to randomly shuffle Sign of the Thrush from her discard pile into her deck, then discards Blessing of Qi Zhong and explores again.

Altar of Riddles Card 5: 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.
D'oh. Don't know what I was thinking exploring here. I knew we had to close this location, I knew I was well-suited to closing it, and I knew there was an ally...
...but I also knew there was this Jewel Box giving us so much problems and Estra cannot defeat it; at least without a bunch of people throwing away cards.

Oh well, I'd run out of explorations anyway. Estra fails to defeat the Baited Jewel Box, so it's undefeated and shuffled back into the Altar of Riddles.

Estra displays Sands of Time at the Altar of Riddles, adding 1 die to checks against Constructs or Undead.

Estra weaves magic to accelerate the decomposition of stone and bone in the area; ensuring that it doesn't effect anything living. That should assist them should one of the attacking golems work out how to breach the brief sanctity that this altar provides. She hears Darago make some moan of complaint - something about persecution of his summoned skeletons - but she pointedly ignores him; quietly disposing of his cloak without his notice.

Estra ends her turn.
Estra attempts to recharge Hypercognition.

Perception 11: 2d10 + 4 ⇒ (6, 10) + 4 = 20 -> Hypercognition recharged.
Estra resets her hand, choosing to discard Shield Cloak and Game of Afterlife.

Estra wrote:

Hand: Honaire, Codex of Conversations, Binder's Tome, Sign of the Thrush, Bal Themm, Mindblade (Dip9),

Displayed: Sands of Time (Altar of Riddles),
Deck: 12 Discard: 3 Buried: 1
Notes: Huh, the deck shuffle led to me immediately redrawing a couple of cards I'd just recharged/healed.

Binder's Tome should always be revealed at Estra's location for +1d4 and the Mental trait to combat and Charisma checks.
Sign of the Thrush is free to be used to add a die.

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: 2


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:

  • After building the location decks, shuffle 1 Jistkan Runes henchman into each location deck.

  • When attempting to close a location, if there are no Jistkan Runes displayed next to that location, you must first bury a random card.
  • Note; There's a conditional reward during this scenario, earned by closing the Altar of Riddles.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Volatile Sentinel:
    Spoiler:
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Theletos:
    Spoiler:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All 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.
    Warrior Dolls:
    Spoiler:
    Warrior Doll
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Jistkan Runes:
    Spoiler:

    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card. If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    =
    Turn: 6, 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:
    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.

    Monster 2

    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 3

    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 4

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

    Monster 5

    Spoiler:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Random Barriers:

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

    Barrier 2

    Spoiler:
    Eternal Captives
    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Barrier 3

    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 4

    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 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:
    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 pro?cient with weapons, the dif?culty of this check is increased by 4.

    Weapon 2

    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 3

    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 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:
    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:
    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 2

    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 3

    Spoiler:
    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.

    Spell 4

    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 5

    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.

    Random Armor:

    Armor 1
    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 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 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 4

    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 5

    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.

    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:
    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.

    Item 3

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

    Item 4

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

    Item 5

    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.

    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:
    Sedja
    Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 3

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

    Random Blessings:

    Blessing 1
    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.

    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 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 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 5

    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.

    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: 24

    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 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 Qualzar

    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 4 - Turn 4 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 5 - Turn 5 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.

    Blessings Deck Card 6 - Turn 6 Cogsnap

    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 Lini

    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 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 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 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 11 - Turn 11 Estra

    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 12 - Turn 12 Cogsnap

    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 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 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 15 - Turn 15 Qualzar

    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 16 - Turn 16 Skizza

    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 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 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 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 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 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 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 23 - Turn 23 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 24 - Turn 24 Cogsnap

    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.

    Location #1: Altar of Riddles
    At This Location (Open): At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Darago/AAUGHWHY, (Jistkan Runes displayed, Sands of Time displayed), (Dry Quicksand, Baited Jewel Box)

    Altar of Riddles Card 1:
    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.
    Altar of Riddles 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.
    Altar of Riddles Card 3:
    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.
    Altar of Riddles Card 4:
    Picasi
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Janni Monk
    To Defeat: Combat 20 THEN Combat 16
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
    If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 5:
    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.

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

    Precious Mine Card 1:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 2:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Precious Mine Card 3:
    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.
    Precious Mine Card 4:
    Smoke Stick
    Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
    Precious Mine Card 5:
    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.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    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.
    Precious Mine Card 9:
    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.
    Precious Mine Card 10:
    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.
    Precious Mine Card 11:
    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.

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Silver Forge Card 1:
    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.
    Silver Forge Card 2:
    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.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    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.
    Silver Forge Card 5:
    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.
    Silver Forge 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.
    Silver Forge Card 7:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
    Silver Forge Card 8:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Silver Forge Card 9:
    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.
    Silver Forge Card 10:
    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.
    Silver Forge Card 11:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Location #4: Quarry
    At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Quarry Card 1:
    Mad Dog Marrn
    Ally 1
    Traits: Halfling Barbarian Hireling
    To Acquire: Survival Charisma Diplomacy 9
    If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to a Survival check by a character at your location.
    Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
    Quarry Card 2:
    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.
    Quarry Card 3:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Quarry Card 4:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
    All 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.
    Quarry Card 5:
    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.
    Quarry Card 6:
    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.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.
    Quarry Card 9:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Quarry Card 10:
    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.
    Quarry Card 11:
    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.

    Location #5: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Qualzar/EmpTyger,

    Scorched Ruins Card 1 (Volatile Sentinel):
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.

    Location #6: 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 ?: 2
    Located/Displayed Here: None

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Shotel
    Weapon B
    Traits: Scythe Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
    Scorched Obelisk Card 3:
    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.
    Scorched Obelisk Card 4:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Scorched Obelisk Card 5:
    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.
    Scorched Obelisk 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.
    Scorched Obelisk Card 7:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
    Damage dealt by Kixexa is Fire damage.
    If undefeated, each other characater is dealt 1d4 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 8:
    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.
    Scorched Obelisk Card 9:
    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.
    Scorched Obelisk Card 10:
    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.
    Scorched Obelisk Card 11:
    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: Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Lini/Bigguyinblack, (Jistkan Runes Displayed)

    Stonework Passages Card 1 (Blessing of the Elements):
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 2 (Shattertouch Shotel +2):
    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.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception 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, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Stonework Passages Card 7:
    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.
    Stonework Passages Card 8:
    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.

    Location #8: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Skizza/agent_eclipse

    Alchemical Laboratory Card 1:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Alchemical Laboratory Card 2:
    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.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    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.
    Alchemical Laboratory Card 6:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Laboratory Card 7:
    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.
    Alchemical Laboratory Card 8:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.
    Alchemical Laboratory Card 9:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 10:
    Coffer Corpse
    Monster 1
    Traits: Undead
    To Defeat: Combat 8 THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    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: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Eruption):
    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.
    Cards Not In the Box Card 2 (Kafar):
    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.
    Cards Not In the Box Card 3 (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

    Start of turn, BoElements on top. Choose weapon as the type of boon for alter of riddles. Examine the top card-Dry Quicksand.
    "Honestly Estra, how was I supposed to know we were supposed to play nice? You can't just shout "Undead" and expect me not to fight them . . . we fight like, nine out of every ten undead we encounter. Well, eight out of ten at least. . . . maybe seven." the gnome continues talking as he goes up to the alter.

    Written on the alter is the next riddle:
    What's wet and dry Takes you low Moves real fast And kills you slow ?

    "I . . . hmmm, tough riddle. Wet and dry, moves fast and kills slow. I mean, I guess a poison dagger?"

    As he says this writing appears on the scroll.

    "Oh, Oh quicksand! Oh Estra, the answer was quicksand! Oh, I'm a dummy. Listen, I saw a Silver forge back there, I'm gonna go check it out. Probably be more of use over there. Tell me how the riddles go!"

    Move step-move to the Silver forge- Explore: Gnoll Veteran
    As Cogsnap moves towards the Silver Forge, he sees a Gnoll smith working it. Cogsnap sighs and draws his Liquid ice. Then remembering Estra's lesson, he raises his other hand.
    "Hi Mister Gnoll, would you mind if I took a look ar-oh, no, you're charging me with your Halberd, okay."
    BanishRecharge Liquid ice for combat check.
    Combat 9+adv deck #=13 vs. 1d10+3(dex)+1(ranged combat skill)+1d6(power)+2d8(Liquid Ice): 1d10 + 4 + 1d6 + 2d8 ⇒ (8) + 4 + (3) + (3, 1) = 19
    The Gnoll howls in pain from the liquid ice and falls over, dead on the ground. Cogsnap shakes his head and continues on to the forge.
    "Make friends with ghosts, kill gnolls . . . how's a gnome to keep it all straight?" He then reaches what the gnoll was working on.
    Recharge blessing of the elements to draw an item with liquid or poison trait from deck-Ugh, Black Marsh Spider Venom . Item 2 at least.
    Cogsnap moseys up to the workbench that the Gnoll had occupied and looks at the vial and the notes around it.
    "Ugh, Black Marsh Spider Venom? Oh come on, you are in a silver forge and you make some spider poison? What is the world coming to?"

    I could explore again, but I have no more combat cards, so I'll end my turn here. Sorry, only one explore and one examine.

    <Cogsnap> wrote:

    Hand: Twitch Tonic, Bone Lamellar, Blessing of the Elements-Beta, Deathtrap in a Jar, Black Marsh Spider Venom , Alchemist's Shield , Clockwork Spy,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Well crap, I have no means of fighting in my hand . . . this is going to be . . . problematic . . .
    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)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([]+2) 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.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


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

    Blessing of the Elements in effect.

    Lini continues through the Stonework Passages hoping to avoid the golem.

    Stonework Passages Card 1 (Blessing of the Elements): Blessing of the Elements:

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

    Auto acquire by revealing Mastiff. Discard Blessing of Milani to explore.

    Lini powers through some wind in the tunnels.

    Stonework Passages Card 2 (Shattertouch Shotel +2): 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.

    wisdom 12 revealing Mastiff: 1d10 + 1d4 + 7 ⇒ (4) + (3) + 7 = 14

    Lini spots a weapon under some rubble and grabs it without the rubble burying it. She stows it for latter use.

    Discard Blessing of the Elements to explore.

    Stonework Passages Card 3: 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.

    Lini spots a familiar looking scroll and tries to translate it.

    divine 12 revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (5) + (1) + 8 = 14

    She translates it easily but has gained a few scrapes and bruises in the passages and takes a break to heal them.

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

    Discard Shattertouch Shotel +2 and refresh hand.

    Lini wrote:

    Hand: Divine Blaze, Channel the Gift, Holy Javelin, Thousand Stings Whip, Mastiff, Channel the Gift aq,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: Location: Stonework Passages
    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

    Darago covers the ears on his zombified acid mantis, "Don't worry, you're one of the 3/10 undead that we don't kill on sight..." He pauses, wondering if vermin even have ears, before heading to the Scorched Obelisk. As he arrives, he's immediately greeted by a Card 1: Mummy Golem. "How nice! A welcoming party! The more the merrier!" he exclaims, channeling negative energy to command the creature. It halts momentarily before continuing its advance. Puzzled, Darago focuses and notices a faint mechanical whirring. "This might be a problem..." Since it's immune to the Attack Trait, I'm rolling 1d4 to get an 18. I'd need 4 blessings to even have a mathematical chance. :(

    Darago turns to run but he's too late. The decidedly un-undead construct uppercuts him into the stratosphere. Ouch!

    My hand is empty now. End turn

    Darago wrote:

    Hand: Bound Lantern Archon, Life Drain, Mind's Eye Blade, Spelldagger, Blessing of Isis, Ice and Fire, Blessing of Pharasma (Acquired),

    Displayed:
    Deck: 6 Discard: 9 Buried: 0
    Notes:
    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 3: Ancients o'clock
    Moving to Stonework Passages
    Exploring Stonework Passages 4: Caryatid Column

    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.

    Revealing and discarding Dagger of Doubling, discarding Blessing of Pharasma
    Combat 10+2=12: 2d6 + 1d4 + 1 + 1d4 ⇒ (3, 1) + (1) + 1 + (4) = 10
    Displaying Mist Horn to prevent 2 Combat damage. Shuffling Caryatid Column back into Stonework Passages
    Qualzar was etching mustaches onto statues when he heard Darago scream. "Silly necromancers. No way that anything like that would ever happen to Qualzar the..." The statue in front of Qualzar opened its eyes and started to bring its fist down. "...Uh, Qualzar the Swift!" The gnome barely blocked the statue's punch with his dagger, before fleeing down the stone passage, using his mist horn to cover his escape.
    Shuffled Stonework Passages: 1d5 + 3 ⇒ (4) + 3 = 7
    Discarding Blessing of the Gods copying Blessing of the Ancients to examine and explore Stonework Passages 7: Caravan Raider
    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.

    Discarding Robe of Energy Resistance as an Attack Mental Magic spell
    Combat 9+4=13: 1d10 + 5 + 1d6 + 3 ⇒ (7) + 5 + (3) + 3 = 18
    Caravan Raider is banished
    The gnome ran full tilt into a looter. Qualzar's mood instantly lifted. "Oh, hey, can you give me a hand with something? There's a column back there with some treasure on top. You can't miss it, there's a statue carved into it. But I'm too short to reach the top. If you retrieve the treasure, we can split it 50-50. Sound good?" The raider was too distracted by the sorcerer's scintillating robe to resist the suggestion, and greedily ran to the column.

    From a safe distance away, the gnome giggled as he watched the would-be looter get pummeled by the vandalized statue. "Ow, that must ache!"

    Ending turn. Resetting hand
    (At the start of Skizza's turn)
    Recharging Surgeon to cure Blessing of the Gods

    The surgeon noticed Qualzar seemed healthier. "Laughter is the best medicine."

    Qualzar wrote:

    Hand: Allying Dart +1, Surgeon, Apprentice, Scrying, Blessing of Pharasma B, Tablet of Languages Lost, Elemental Treaty,

    Displayed: Mist Horn,
    Deck: 7 5 Discard: 4 5 Buried: 1
    Notes: Mist Horn prevents 3 damage from monsters at Stonework Passages until start of my next turn
    Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Scrying (examine top 3 cards of any location, topdeck/bottomdeck chosen type, shuffle rest in); Elemental Treaty (display at my location until close to reduce Acid/Cold/Electricity/Fire/Poison damage there by 1)
    Can use without asking: Blessing if would recharge; Blessing for closing; Blessing for Boon 4; 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 [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) ([X] +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'd still kind of like Skizza and/or Cogsnap's help at the Altar of Riddles - no other character in the party has a realistic chance to defeat the Baited Jewel Box there (due to Disable/Craft requirements), and I'm pretty determined to close the location for the extra reward.

    But I'm aware the Quicksand might be an issue. Either way, Estra's not giving up - she'll keep at that location until she finds and defeats the henchman, even if she needs to shuffle it above the Baited Jewel Box to achieve that.

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

    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:

  • After building the location decks, shuffle 1 Jistkan Runes henchman into each location deck.

  • When attempting to close a location, if there are no Jistkan Runes displayed next to that location, you must first bury a random card.
  • Note; There's a conditional reward during this scenario, earned by closing the Altar of Riddles.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Volatile Sentinel:
    Spoiler:
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Theletos:
    Spoiler:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All 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.
    Warrior Dolls:
    Spoiler:
    Warrior Doll
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Jistkan Runes:
    Spoiler:

    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card. If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    =
    Turn: 10, 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:
    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 2

    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 3

    Spoiler:
    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.

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

    Random Barriers:

    Barrier 1
    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 2

    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 3

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

    Barrier 4

    Spoiler:
    Stabbing Spear Staircase
    Barrier 1
    Traits: Obstacle Trap Piercing Elite
    To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Staff of Focus
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    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:
    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 4

    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 5

    Spoiler:
    Flask Thrower
    Weapon 2
    Traits: Sling Ranged Bludgeoning 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 an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Random Spells:

    Spell 1
    Spoiler:
    Elemental Skin
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 2

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

    Spell 3

    Spoiler:
    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.

    Spell 4

    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 5

    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.

    Random Armor:

    Armor 1
    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 2

    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 3

    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.

    Armor 4

    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 5

    Spoiler:
    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.

    Random Items:

    Item 1
    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.

    Item 2

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

    Item 3

    Spoiler:
    Helpful Haversack
    Item 1
    Traits: Accessory Magic
    To Acquire: Dexterity Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Item 4

    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 5

    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.

    Random Allies:

    Ally 1
    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 2

    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 3

    Spoiler:
    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.

    Ally 4

    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.

    Ally 5

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

    Random Blessings:

    Blessing 1
    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 2

    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 3

    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 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 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.

    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: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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.

    Blessings Deck Card 2 - Turn 2 Cogsnap

    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 3 - Turn 3 Lini

    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 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 5 - Turn 5 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 6 - Turn 6 Skizza

    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 Estra

    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 8 - Turn 8 Cogsnap

    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 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 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 Qualzar

    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 Skizza

    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 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 14 - Turn 14 Cogsnap

    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 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 16 - Turn 16 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 17 - Turn 17 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 18 - Turn 18 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.

    Blessings Deck Card 19 - Turn 19 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 20 - Turn 20 Cogsnap

    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.

    Location #1: Altar of Riddles
    At This Location (Open): At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Yewstance, (Jistkan Runes displayed, Sands of Time displayed), (Dry Quicksand, Baited Jewel Box)

    Altar of Riddles Card 1 (Dry Quicksand):
    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.
    Altar of Riddles 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.
    Altar of Riddles Card 3:
    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.
    Altar of Riddles Card 4:
    Picasi
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Janni Monk
    To Defeat: Combat 20 THEN Combat 16
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
    If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 5:
    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.

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

    Precious Mine Card 1:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 2:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Precious Mine Card 3:
    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.
    Precious Mine Card 4:
    Smoke Stick
    Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
    Precious Mine Card 5:
    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.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    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.
    Precious Mine Card 9:
    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.
    Precious Mine Card 10:
    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.
    Precious Mine Card 11:
    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.

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Cogsnap/VampByDay

    Silver Forge Card 1:
    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.
    Silver Forge Card 2:
    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.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    Marianix Karn
    Ally B
    Traits: Human Aspis Sage
    To Acquire: Charisma Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.
    Silver Forge Card 5:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Silver Forge Card 6:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
    Silver Forge Card 7:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Silver Forge Card 8:
    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.
    Silver Forge Card 9:
    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.
    Silver Forge Card 10:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Location #4: Quarry
    At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Quarry Card 1:
    Mad Dog Marrn
    Ally 1
    Traits: Halfling Barbarian Hireling
    To Acquire: Survival Charisma Diplomacy 9
    If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to a Survival check by a character at your location.
    Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
    Quarry Card 2:
    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.
    Quarry Card 3:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Quarry Card 4:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
    All 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.
    Quarry Card 5:
    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.
    Quarry Card 6:
    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.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.
    Quarry Card 9:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Quarry Card 10:
    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.
    Quarry Card 11:
    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.

    Location #5: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Scorched Ruins Card 1 (Volatile Sentinel):
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.

    Location #6: 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 ?: 2
    Located/Displayed Here: Darago/AAUGHWHY, (Mummy Golem)

    Scorched Obelisk Card 1:
    Shotel
    Weapon B
    Traits: Scythe Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
    Scorched Obelisk Card 2:
    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.
    Scorched Obelisk Card 3:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
    Damage dealt by Kixexa is Fire damage.
    If undefeated, each other characater is dealt 1d4 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 4:
    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.
    Scorched Obelisk Card 5:
    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.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    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.
    Scorched Obelisk Card 8:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Scorched Obelisk Card 9:
    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.
    Scorched Obelisk 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.
    Scorched Obelisk Card 11:
    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.

    Location #7: Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lini/Bigguyinblack, Qualzar/EmpTyger, (Jistkan Runes Displayed), (Caryatid Column)

    Stonework Passages Card 1:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception 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, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.

    Location #8: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Skizza/agent_eclipse

    Alchemical Laboratory Card 1:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Alchemical Laboratory Card 2:
    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.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    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.
    Alchemical Laboratory Card 6:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Laboratory Card 7:
    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.
    Alchemical Laboratory Card 8:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.
    Alchemical Laboratory Card 9:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 10:
    Coffer Corpse
    Monster 1
    Traits: Undead
    To Defeat: Combat 8 THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    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: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Eruption):
    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.
    Cards Not In the Box Card 2 (Kafar):
    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.
    Cards Not In the Box Card 3 (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.

  • The Exchange

    Deck Handler

    Move to Altar of Riddles and Explore Card 1: Quicksand.
    Blessing of Shizuru.
    Dexterity 9: 1d10 + 3 + 1d10 ⇒ (10) + 3 + (6) = 19

    Discard Swiftshooter to draw Shock Musket +1 then Explore Card 2: Baited Jewel Box.
    Blessing of Calistria.
    Disable 11: 1d10 + 3 + 2 + 2d10 ⇒ (9) + 3 + 2 + (6, 4) = 24
    Drawing Random Item 1: Smoked Glass Goggles

    End Turn discarding Smoked Glass Goggles and resetting hand.

    Skizza wrote:

    Hand: Shock Musket +1, Scarab Buckler, Deadeye Pistol +1, Emerald of Dexterity, Blessing of Alkenstar 1, Tetisurah,

    Displayed: Adamantine Bullets,
    Deck: 8 Discard: 4 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    Silver Crusade

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

    Sorry for the slowdown. Not had much time on my hands lately, but a couple of tables I'm on are nearing completion so that should free up some much-needed time soon.

    And thank you Skizza for the assist! The Box was shuffled above the henchman again, I see. Ugh.

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

    Estra starts her turn.
    Blessing of Thoth discarded from the Blessings Deck.
    (Location Power) Estra names WEAPON and examines the top card of the Altar of Riddles...
    Altar of Riddles Card 3: Meehr Zet (Ally)

    What is the strongest power in the world?

    Estra frowns as the words form in front of her upon the Altar.

    "...Didn't we have this one before? It's friendship, right?" She sighs, exasperated. The words reform before her eyes once more.

    Incorrect, it is friendship.

    "What!? That's what I said you ruddy old slab; can you not hear me? Is this thing rigged? Come on!" Estra yells indignantly at the largely-motionless old altar.

    I'm in two minds. With the allies in hand and Codex of Conversations, I can probably accomplish quite a number of explorations, which is going to be wasted at the almost-empty Altar of Riddles.
    But someone has to close it and Estra's well-suited to doing so. Plus, I get an invaluable ally for Estra to hold onto.

    Estra chooses not to move, and skips her start of turn examination.
    Estra takes her free exploration to encounter Meehr Zet.

    Altar of Riddles Card 3: 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.
    Diplomacy 7 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (6) + 5 + (2) = 13 -> Estra draws a card (Create Mindscape) for passing a Charisma check. Meehr Zet acquired.

    Estra discards Bal Themm to explore again, adding 1d6 to her checks to defeat Undead banes during this exploration. (She does not use Codex of Conversations/)

    Altar of Riddles Card 4: Picasi:

    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Janni Monk
    To Defeat: Combat 20 THEN Combat 16
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
    If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Aw, that's not one of the Construct henchman; Sands of Time was no use.
    BYA: Estra displays Create Mindscape at the Altar of Riddles to add 1d4 to Intelligence, Wisdom and Charisma checks there.

    BYA Perception 9: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9 -> Phew, close. No effect.

    Estra discards Mindblade (and does not use Codex of Conversations) to use her Perception Skill +1d12 for combat, with an added reroll option.
    Estra places Honaire on top of her deck to add 1d6+4 to her Combat check.
    Estra reveals Binder's Tome for +1d4.

    Combat 20 (Perception, Create Mindscape): 1d10 + 4 + 1d12 + 1d4 + 1d6 + 4 + 1d4 ⇒ (5) + 4 + (7) + (4) + (1) + 4 + (3) = 28 -> Pass, Estra draws a card (Honaire) for passing a combat check.

    I'll ask Skizza to take the second combat check, as I don't have another real means of combat in hand and he can take a Combat 16 check easily - plus, he'll reset his hand at the start of his next turn thanks to Tetisurah.
    His chances of success are excellent with either of his weapons. To be conservative with his cards, I'll bot him topdecking his Deadeye Pistol +1 for combat, but if he would rather discard Shock Musket+ +1 for combat then he may do so and make the roll once he's able. (Any retcons needed will be very small, so I don't mind if it turns up.)

    BOTTING FOR SKIZZA:
    Skizza places Deadeye Pistol +1 on top of his deck for combat.
    Estra adds 1d4 with Binder's Tome.

    Combat 16: 1d10 + 5 + 2d6 + 1 + 1d4 ⇒ (8) + 5 + (2, 6) + 1 + (1) = 23 -> Pass.

    Picasi defeated. Estra attempts to close the Altar of Riddles.
    Estra discards Sign of the Thrush to add a die.

    Wisdom 10 (Create Mindscape): 2d10 + 2 + 1d4 ⇒ (7, 6) + 2 + (3) = 18 -> Altar of Riddles closed.
    Estra attempts to recharge Sands of Time...

    Divine 10 (Create Mindscape): 1d10 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10 -> Sands of Time recharged.
    Estra attempts to recharge Create Mindscape...

    Perception 9 (Create Mindscape): 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 -> Create Mindscape recharged.

    Estra's frustrations at the altar are interrupted by the giggling of one of the elemental-like creatures. As Estra turns to see them; they lunge, their body crackling with strange magics. Honaire appears between the two, slicing at the Janni and driving it back whilst Estra swings a blade of psychic force at it, leaving it howling. Its eyes literally aflame in anger, the elemental being dissipates Honaire with a terrifyingly powerful strike through his ethereal form, and stomps towards the old spiritualist, charged with furious energy.

    BANG

    A colossal crackle echoes throughout the curious altar, and the elemental falls, silently; a smoking bullet hole the only evidence of the attack that struck it down.

    Skizza has been a lifesaver to Estra several times recently!
    Estra ends her turn and resets her hand.

    Estra wrote:

    Hand: Honaire, Codex of Conversations, Binder's Tome, Meehr Zet, Restorative Touch, Swipe,

    Displayed:
    Deck: 11 Discard: 6 Buried: 1
    Notes: Restorative Touch may be used for a heal+de-curse. If you need it, feel free to request it.

    I have no other support to offer, but I will make special mention of Skizza's Blessing of Alkenstar, which can add 1d12 to any check by anyone. Plus, he has a self-heal armor in hand and will reset his hand at the start of his next turn, so discarding a blessing might literally be without a cost to him (he might heal and re-draw it before he even starts his next turn).

    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: 2

    The Exchange

    Deck Handler

    No worries on the bot anyone is welcome to do so if I am not at a device. Glad I could help out!

    Skizza wrote:

    Hand: Shock Musket +1, Scarab Buckler, Emerald of Dexterity, Blessing of Alkenstar 1, Tetisurah,

    Displayed: Adamantine Bullets,
    Deck: 8 Discard: 4 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn-Blessing of the ancients. Choose not to move, explore-The second law.
    Cogsnap gets to work at the Silver Forge, seeing if he can craft something. However as he sets himself up, a large minella envelope appears on the anvil. Curiously, Cogsnap opens it up to find a boatload of OSHA compliance paperwork he has to fill out.
    ”Oh, COME ON!” he shouts.
    SECOND LAW defeated and displayed.
    After finishing his paperwork, Cogsnap drops his mechanical spy on the ground and instructs it to find any more magical traps.
    Display clockwork spy-examine top card-Bone Lamallar. Encounter
    Having finished his paperwork, Cogsnap eagerly starts working the silver forge.
    Craft 8 to acquire vs 1d10(int)+2(craft): 1d10 + 2 ⇒ (5) + 2 = 7
    Fail by 1
    ”Ahh, adventuring is fun, but it’s good to get back to crafting again.”
    Unfortunately, Cogsnap is out of practice and doesn’t make anything of note.
    End of turn-Discard spider venom to draw an extra card.

    <Cogsnap> wrote:

    Hand: Twitch Tonic, Bone Lamellar, Blessing of the Elements-Beta, Deathtrap in a Jar, Alchemist's Kit, Alchemist's Shield , Blessing of the Elements-Gamma,

    Displayed: Clockwork Spy,
    Deck: 10 Discard: 1 Buried: 0
    Notes: Oh my god, Still nothing to fight with! Come on!
    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)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([]+2) 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.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


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

    Blessing of Nethys in effect.

    Hearing that Darago got beat up, Lini moves over to the Scorched Obelisk to heal him.

    cast Channel the Gift aq for Cure 1 recharge 14 revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (1) + (3) + 8 = 12

    cast and auto recharge Cure 1 targeting Darago: 1d4 + 1 ⇒ (1) + 1 = 2

    "That should help a bit. Rest for a moment as I look around."

    Scorched Obelisk Card 1: Shotel:

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

    Lini examines the weapon for a moment... "Nope." banished.

    She comes back to check on Darago.

    "You still aren't looking so good. Let me try again."

    cast Channel the Gift for Cure 1 recharge 14 revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (5) + (4) + 8 = 17

    cast and auto recharge Cure 1 targeting Darago: 1d4 + 1 ⇒ (4) + 1 = 5

    "Much better. Now go stretch your legs and come back if you need something."

    Lini wrote:

    Hand: Divine Blaze, Blessing of the Spellbound 1, Restorative Touch, Holy Javelin, Thousand Stings Whip, Mastiff,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    "Notes: Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Location: Scorched Obelisk"
    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

    Thanks for the heals! Under BoPharasma

    Darago floats in a haze. He gazes forward and a blinding light appears before him, "This is the end then... I wonder if I can necromance myself, would that work? Maybe I can just hang out with Estra..." the light grows closer, almost engulfing him.

    "Much better. Now go stretch your legs and come back if you need something" Darago jolts back awake with Lini's help. His near-death experience has given him insights about the world. Play Bound Lantern Archon to examine top 3 cards of my deck, re-arrange, and draw one. Examine Acid Mantis, Magnetic Grimoire, Scrying. New order is Grimoire, Scrying, Mantis. Draw Grimoire.

    Darago follows his companion's advice and moves to the Quarry. He's greeted by Card 1: Mad Dog Marrn. They make small talk and he continues further in. Auto-Fail checks to acquire Ally. Recharge Blessing of Pharasma to explore again

    Darago hears a guttural growling coming from behind a corner. He peeks and finds a Card 2: Ghoul! Darago imbues his dagger with negative energy and hurls it at the creature. Reveal and Discard Mind's eye Blade to use DEX+2d4+2. Power adds 2d4

    Combat 11: 1d6 + 4d4 + 2 ⇒ (2) + (4, 1, 1, 3) + 2 = 13

    The blade embeds itself in the ghoul's flesh and acts as an antenna for Darago's commands. It also seems to be sending some feedback and he learns of Scribe searching for work at the Scorched Obelisk. Use Command Undead power to add Ghoul to my hand. Mind's Eye Blade lets me examine a location. Scribe is on top of Scorched Obelisk; looks like Estra might want them.

    Darago continues wandering the Quarry when he comes across some strange Card 3 Jitskan Runes scrawled on the rocks. He attempts to decipher them. Discard Blessing of Isis to explore again

    Arcane 10: 1d10 + 6 ⇒ (5) + 6 = 11

    He studies them closely, they depict a thing with arms, a mysterious bottle, and some armor. He's confused and suddenly feels really hot. How strange. Examined Telethos (which triggers and gives me Curse of Fevered Dreams), Mumia, and Crocodile Skin Lamellar. Keep the Telethos in this deck

    Darago sits down and puts on a fresh change of clothes. Maybe that will help him feel a little better.

    Curse of Fevered Dreams: 1d4 + 1 ⇒ (2) + 1 = 3

    Whoops! Forgot to try to recharge the Bound Lantern Archon, I'll do the roll down here.

    Recharge Bound Lantern Archon Arcane 10: 1d10 + 6 ⇒ (3) + 6 = 9

    End Turn

    Darago wrote:

    Hand: Fire Snake, Volcanic Storm, Mask of the Forgotten Pharaoh,

    Displayed: Curse of Fevered Dreams,
    Deck: 15 Discard: 4 Buried: 1
    Notes:
    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 5: Maat o’clock
    Arcane 10: 1d10 + 5 ⇒ (8) + 5 = 13
    Mist Horn is recharged
    Moving to Alchemical Laboratory
    Displaying Elemental Treaty
    Exploring Alchemical Laboratory 1: Jistkan Runes

    Jistkan Runes:
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Arcane 10: 1d10 + 5 ⇒ (2) + 5 = 7
    Jistkan Runes are shuffled back into Alchemical Laboratory
    As the mist faded, Qualzar snuck into the lab, curious about these runes. The sorcerer poked at them with various elemental energies, sending the symbols bouncing around the room, much to the gnome’s delight.

    Discarding Scrying for monsters at Alchemical Laboratory
    Shuffled Alchemical Laboratory: 1d10 ⇒ 1
    Shuffled Alchemical Laboratory: 1d9 + 1 ⇒ (5) + 1 = 6
    Shuffled Alchemical Laboratory: 1d9 + 1 ⇒ (2) + 1 = 3
    Examining Alchemical Laboratory 1: Jistkan Runes, Alchemical Laboratory 6: Warrior Dolls, Alchemical Laboratory 3: Shrieking Plant

    Warrior Dolls:
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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.

    Knowledge 5: 1d10 + 3 ⇒ (4) + 3 = 7
    Encountering Jistkan Runes
    Arcane 10: 1d10 + 5 ⇒ (5) + 5 = 10
    Jistkan runes is displayed
    Shuffled Alchemical Laboratory: 1d9 + 1 ⇒ (1) + 1 = 2
    Shuffled Alchemical Laboratory: 1d7 + 3 ⇒ (2) + 3 = 5
    Shuffled Alchemical Laboratory: 1d7 + 3 ⇒ (2) + 3 = 5
    Shuffled Alchemical Laboratory: 1d7 + 3 ⇒ (2) + 3 = 5
    Shuffled Alchemical Laboratory: 1d7 + 3 ⇒ (2) + 3 = 5

    Shuffled Alchemical Laboratory: 1d7 + 3 ⇒ (7) + 3 = 10
    Examining Alchemical Laboratory 2: Speak with Dead, Alchemical Laboratory 5: Feather of Maat, Alchemical Laboratory 10: Coffer Corpse
    Speak with Dead:
    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.

    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.

    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.

    Shuffling Coffer Corpse into Stonework Passage
    Second Law 10-10=0: 1d6 ⇒ 6
    Second Law remains displayed
    Qualzar scryed on the entire lab to find the runes. “There you are!” He bounced over to continue playing with the letters. A burst of impelling power let him shunt a corpse back into the entry passage. “Oooh this stuff is potent!”

    Qualzar cannot make a Stealth/Survival 9 check
    Shuffled Alchemical Laboratory: 1d6 + 3 ⇒ (1) + 3 = 4
    Examining Alchemical Laboratory 2: Speak with Dead, Alchemical Laboratory 5: Feather of Maat, Alchemical Laboratory 4: Elemental Mastery

    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.

    Shrieking Plant is banished. Shuffling Alchemical Laboratory and topdecking Warrior Dolls
    Arcane 12: 1d10 + 5 ⇒ (9) + 5 = 14
    Scrying is recharged
    Inevitably the gnome’s antics set off an alarm.

    Discarding Blessing of Pharasma to explore Alchemical Laboratory 3: Warrior Dolls
    Discarding Allying Dart +1 as an Attack Force Magic spell, recharging Apprentice

    Combat 10+8=18: 1d10 + 5 + 1d6 + 3 + 1d6 ⇒ (2) + 5 + (3) + 3 + (6) = 19
    Revealing Tablet of Languages Lost for +2=21
    Warrior Dolls are banished

    Belatedly the room’s defenses came to life. “Qualzar, how can you stop the automaton from activating a trap, while also not blowing up the lab?”
    “Nemsky, I just can!”

    Closing Alchemical Laboratory: Skizza discards Blessing of Alkenstar
    INT 5+4=9: 1d10 + 1 + 1d12 ⇒ (6) + 1 + (1) = 8
    Alchemical Laboratory remains open
    The sorcerer was having a little too much fun in the lab, and momentarily forgot about the mission.

    Ending turn. Resetting hand

    Qualzar wrote:

    Hand: Kafar, Swipe, Dimension Leap, Blessing of Abadar, Blessing of the Gods, Tablet of Languages Lost, Eruption,

    Displayed: Elemental Treaty,
    Deck: 4 Discard: 6 Buried: 1
    Notes: Elemental Treaty prevents 1 Acid/Cold/Electricity/Fire/Poison damage at Alchemical Laboratory until close. Will go to Silver Forge on my next turn since Swipe autosucceeds the Silver Forge closing check. Dimension Leap Qualzar away if the last barrier at Alchemical Laboratory is found.
    Ask before using: Blessing of the Gods; Blessing of Abadar (+1 die/+2 dice to defeat barrier); Swipe (discard for -3 to Combat difficulty)
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 4; Dimension Leap (discard at stsrt of encounter to move Qualzar to/from encounter 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) ([X] +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


    50% of the blessings deck is gone; we'll need to pick up the pace. We each have 2-3 turns left before we run out of time and only 1 location has been closed.

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

    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:

  • After building the location decks, shuffle 1 Jistkan Runes henchman into each location deck.

  • When attempting to close a location, if there are no Jistkan Runes displayed next to that location, you must first bury a random card.
  • Note; There's a conditional reward during this scenario, earned by closing the Altar of Riddles.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Volatile Sentinel:
    Spoiler:
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Picasi:
    Spoiler:
    Picasi
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Janni Monk
    To Defeat: Combat 20 THEN Combat 16
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage. If your check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from.
    Theletos:
    Spoiler:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All 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.
    Warrior Dolls:
    Spoiler:
    Warrior Doll
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Jistkan Runes:
    Spoiler:

    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card. If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    =
    The Second Law displayed
    Turn: 16, 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:
    Carrion Golem
    Monster 2
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Monster 2

    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 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:
    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 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:
    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.

    Barrier 2

    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 3

    Spoiler:
    Eternal Captives
    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Barrier 4

    Spoiler:
    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.

    Barrier 5

    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    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.

    Weapon 2

    Spoiler:
    Fighting Crook
    Weapon C
    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 3

    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 4

    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 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 pro?cient with weapons, the dif?culty 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:
    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:
    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 3

    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 4

    Spoiler:
    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.

    Spell 5

    Spoiler:
    Whip of Centipedes
    Spell 4
    Traits: Magic Arcane Divine Attack Poison
    To Acquire: Intelligence Arcane Wisdom Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Random Armor:

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

    Armor 2

    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 3

    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 4

    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 5

    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.

    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 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 3

    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 4

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

    Item 5

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

    Random Allies:

    Ally 1
    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 2

    Spoiler:
    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.

    Ally 3

    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 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:
    Ausetitha
    Ally 4
    Traits: Undead Banshee Incorporeal
    To Acquire: Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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.

    Blessing 3

    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 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 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.

    Top of Blessing Discard Pile:

    Blessing of Wadjet:
    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 Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Estra

    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 2 - Turn 2 Cogsnap

    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 3 - Turn 3 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 4 - Turn 4 Darago

    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 5 - Turn 5 Qualzar

    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 6 - Turn 6 Skizza

    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 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 8 - Turn 8 Cogsnap

    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 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 10 - Turn 10 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 11 - Turn 11 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 12 - Turn 12 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.

    Blessings Deck Card 13 - Turn 13 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 14 - Turn 14 Cogsnap

    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.

    Location #1: Altar of Riddles
    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, Skizza/agent_eclipse,

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

    Precious Mine Card 1:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 2:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Precious Mine Card 3:
    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.
    Precious Mine Card 4:
    Smoke Stick
    Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
    Precious Mine Card 5:
    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.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    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.
    Precious Mine Card 9:
    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.
    Precious Mine Card 10:
    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.
    Precious Mine Card 11:
    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.

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Cogsnap/VampByDay

    Silver Forge Card 1:
    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.
    Silver Forge Card 2:
    Marianix Karn
    Ally B
    Traits: Human Aspis Sage
    To Acquire: Charisma Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
    Silver Forge Card 5:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Silver Forge Card 6:
    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.
    Silver Forge Card 7:
    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.
    Silver Forge Card 8:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Location #4: Quarry
    At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY, (Jistkan Runes Displayed)

    Quarry Card 1 (Theletos):
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
    All 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.
    Quarry Card 2 (Mumia):
    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.
    Quarry Card 3 (Crocodile Skin Lamellar):
    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.
    Quarry Card 4:
    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.
    Quarry Card 5:
    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.
    Quarry Card 6:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.

    Location #5: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Scorched Ruins Card 1 (Volatile Sentinel):
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.

    Location #6: 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: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Lini/Bigguyinblack, (Mummy Golem)

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
    Damage dealt by Kixexa is Fire damage.
    If undefeated, each other characater is dealt 1d4 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 3:
    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.
    Scorched Obelisk Card 4:
    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.
    Scorched Obelisk Card 5:
    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.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    Scorched Obelisk 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.
    Scorched Obelisk 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.
    Scorched Obelisk Card 10:
    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.

    Location #7: Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Jistkan Runes Displayed), (Caryatid Column, Coffer Corpse)

    Stonework Passages 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.
    Stonework Passages Card 2:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception 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, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.

    Location #8: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Qualzar/EmpTyger, (Jistkan Runes Displayed, Elemental Treaty Displayed), (Speak with Dead, Feather of Maat, Elemental Mastery)

    Alchemical Laboratory Card 1:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.
    Alchemical Laboratory Card 2:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    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.
    Alchemical Laboratory Card 6:
    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.

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

    Cards Not In the Box Card 1 (The Second Law):
    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.
    Cards Not In the Box Card 2 (Eruption):
    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.
    Cards Not In the Box Card 3 (Kafar):
    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.
    Cards Not In the Box Card 4 (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.

  • The Exchange

    Deck Handler

    Off-turn. Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (1) + 1 = 2 cards.

    Star of Turn. Reveal Tetisurah to reset hand.

    Skizza wrote:

    Hand: Shock Musket +1, Blessing of Sivanah, Masterwork Tools, Emerald of Dexterity, Master Gunner, Tetisurah,

    Displayed: Adamantine Bullets,
    Deck: 7 Discard: 4 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    Move to Precious Mine and Explore Card 1: Henchman 1

    Spoiler:

    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Discard Shock Musket +1
    Combat 18: 1d10 + 3 + 1d10 + 1 + 2d8 ⇒ (6) + 3 + (7) + 1 + (2, 1) = 20 Defeated.

    Closing. Revealing of Dexterity and discarding Blessing of Sivanah. Requesting Qualzars BotG to get this roll from risky to good chance.
    Strength 10: 1d10 + 1d10 + 1d10 ⇒ (7) + (8) + (3) = 18 Closed! Random Item 1: Potion of Healing drawn.

    Discard Potion of Healing on Qualzar to Heal: 1d4 ⇒ 4 cards.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Navigator Musket +1, Blessing of Calistria, Masterwork Tools, Emerald of Dexterity, Master Gunner, Tetisurah,

    Displayed: Adamantine Bullets,
    Deck: 7 Discard: 7 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    The Exchange

    Deck Handler

    Off-turn. Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (2) + 1 = 3 cards.

    Star of Turn. Reveal Tetisurah to reset hand.

    Skizza wrote:

    Hand: Shock Musket +1, Blessing of Sivanah, Masterwork Tools, Emerald of Dexterity, Master Gunner, Tetisurah,

    Displayed: Adamantine Bullets,
    Deck: 8 Discard: 4 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    Move to Precious Mine and Explore Card 1: Warrior Dolls.

    Difficulty Increase: 1d6 ⇒ 4
    Discard Shock Musket +1.
    Combat 22: 1d10 + 3 + 1d10 + 1 + 2d8 ⇒ (6) + 3 + (1) + 1 + (4, 1) = 16Invoking Power.
    Add to Check: 1d6 + 1d10 ⇒ (1) + (7) = 8
    Damage: 1d4 ⇒ 1 Discard Master Gunner and Masterwork Tools.

    Closing. Recharging of Emerald Dexterity and discarding Blessing of Sivanah. Requesting Qualzars BotG to get this roll from risky to good chance.
    Strength 10: 1d10 + 1d10 + 1d10 ⇒ (7) + (4) + (5) = 16 Closed! Random Item 1: Potion of Healing drawn.

    Discard Potion of Healing on Skizza to Heal: 1d4 ⇒ 2 cards: Swiftshooter, Smoked Glass Goggles, BoAlk 1.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Navigator Musket +1, Blessing of Calistria, Tetisurah, Blessing of Alkenstar 2, Blessing of Alkenstar 1, Deadeye Pistol +1,

    Displayed: Adamantine Bullets,
    Deck: 8 Discard: 6 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    The Exchange

    Deck Handler

    Only discarded Masterwork tools to the damage.

    Hand before bury: Blessing of Sivanah, Master Gunner, Emerald of Dexterity, Tetisurah.
    Bury: 1d4 ⇒ 1 Blessing of Sivanah.

    Replacing Blessing of Sivanah with Blessing of Spellbound for Closing check.

    Curse: 1d4 ⇒ 1 No Blessings before reset.

    Hand reset with extra card, Master Gunner, and the non-healed BoAlk 1 replaced.

    Skizza wrote:

    Hand: Navigator Musket +1, Blessing of Calistria, Tetisurah, Blessing of Alkenstar 2, Deadeye Pistol +1, Master Gunner,

    Displayed: Adamantine Bullets, Curse of The Ravenous,
    Deck: 8 Discard: 4 Buried: 1
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    Silver Crusade

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

    Estra starts her turn.
    Blessing of Anubis discarded from the Blessings Deck.
    (Nobody's requested my Restorative Touch yet (and I note that Darago can remove his own Curse with his Mask), so I'll likely end up using it on Lini since I'll be heading to her location. That frees up hers in case Skizza or Qualzar request a heal.)

    Estra moves to the Scorched Obelisk, thanks to Darago's scouting of the Ally 4 atop it, and examines the top card of it with her power.

    Scorched Obelisk Card 1: 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.

    Estra gets an odd prickling at the back of her head. Some deathly spirit passing; somehow smelling of Darago's magic. Something about a helpful researcher over at the Scorched Obelisk... Estra follows the directions of the strange sense.

    Estra discards Honaire (Yes, really; no I'm not crazy, I have a plan) to encounter the Scribe, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.
    Diplomacy 9 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (1) + 5 + (2) = 8 -> Oof, tough crowd. Estra expends a die bump (now 1 left) to raise her result to 9 and passes. Estra draws a card (Valet) for passing a Charisma check. Scribe acquired.

    Sure enough, there's a spelunking researcher who somehow made it inside this supposedly-sealed Jistkan ruin. At Estra's questioning, the strange-accented Scribe mentions something about a hidden passage, before Estra is suddenly distracted by an anguished scream that seems to radiate heat with its very sound. Estra summons Honaire to protect herself as she's set upon by the second of the two elemental-kin that had taken control of the Golems!

    I'd love to wait until I discarded every other Ally before doing this, but I don't feel safe exploring without Honaire (which I'll also need to have a shot at closing), so here goes.
    Estra buries Meehr Zet to draw every non-Animal ally from her discard pile into her hand: Bal Themm, Mindblade (Dip9), Honaire.

    Estra takes her free exploration.

    Scorched Obelisk Card 2: Kixexa:

    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
    Damage dealt by Kixexa is Fire damage.
    If undefeated, each other characater is dealt 1d4 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Really? So much for overcharging my hand with Meehr Zet and setting up basically infinite explorations. I really need to take some cards that allow me to move mid-turn; a lot..

    Estra reveals Codex of Conversations and sets aside Mindblade for combat, with an added reroll option.
    Codex of Conversations: Diplomacy 9 (Valet, Binder's Tome): 1d10 + 5 + 2 + 1d4 ⇒ (8) + 5 + 2 + (4) = 19 -> Estra draws a card (Sign of the Daughter) for passing a Charisma check. Mindblade recharged.
    Estra places Honaire on top of her deck to add 1d6+4 to her combat check.
    Estra reveals Binder's Tome for an additional 1d4 to her combat check.
    Combat 22 (Perception): 1d10 + 4 + 1d12 + 1d4 + 1d6 + 4 ⇒ (5) + 4 + (4) + (3) + (4) + 4 = 24 -> Nice! Kixexa defeated, Estra draws a card (Honaire) for passing a combat check.

    With a blade of psychic energy and the assistance of Honaire's spectral sword, Estra and Honaire drive the elemental away through force of arms. Once the fire-being leaves the area, Estra summons wards around the Obelisk to protect it from the dangerous golems nearby, then turns to question the Scribe further, suspicious of their origins and motives.

    Estra attempts to close the Scorched Obelisk, but must first bury a random card from her hand...
    Random Card (Codex of Conversations, Binder's Tome, Restorative Touch, Swipe, Valet, Scribe, Bal Themm, Honaire, Sign of the Daughter): 1d9 ⇒ 2 -> Not a bad outcome; there were some cards I was worried it would hit that it didn't.
    Estra places Honaire on top of her deck to add 1d6+4 to her constitution check.
    Estra discards Sign of the Daughter to add a die.

    Constitution 9: 2d6 + 1d6 + 4 + 1d12 ⇒ (2, 2) + (4) + 4 + (12) = 24 -> Scorched Obelisk is closed.
    Estra takes 1 Electricity damage from closing it, and discards Bal Themm to damage.

    Estra reveals Restorative Touch to heal Lini.
    Restorative Touch: 1d4 + 1 ⇒ (1) + 1 = 2 -> Lini shuffles 2 random cards from her discard pile into her deck.
    Divine 11: 1d10 + 4 ⇒ (9) + 4 = 13 -> Restorative Touch recharged.

    Estra's investigation into how the Scribe got into a sealed ruin pauses when she notices the presence of the gnomish druid investigating another side of the vast, electrically-charged Obelisk, considering the stick-collecting servant of the wild.

    'A credit to her race, that one.' Estra thinks to herself before waving the druid over; channeling spiritual energies to enrich and empower Lini and letting her know that the Janni have been defeated - there's just the golems to worry about now.

    Estra wrote:

    Hand: Codex of Conversations, Swipe, Valet, Scribe, Honaire, Spear of the Watchful Guardian,

    Displayed:
    Deck: 10 Discard: 6 Buried: 3
    Notes: No support to offer, but I'm ready to be very exploration-heavy.

    That said, my next turn will most likely just be putting myself in a position to temp-close. I can take care of any location except Alchemical Laboratory, thanks to Honaire buffing my Strength/Constitution, Swipe covering Armor and being a Wisdom caster.

    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: 1

    Lini is healed 2 cards.
    Scorched Obelisk is closed.
    Estra used a die bump, and is down to 1.


    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:

  • After building the location decks, shuffle 1 Jistkan Runes henchman into each location deck.

  • When attempting to close a location, if there are no Jistkan Runes displayed next to that location, you must first bury a random card.
  • Note; There's a conditional reward during this scenario, earned by closing the Altar of Riddles.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Volatile Sentinel:
    Spoiler:
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Picasi:
    Spoiler:
    Picasi
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Janni Monk
    To Defeat: Combat 20 THEN Combat 16
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage. If your check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from.
    Theletos:
    Spoiler:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All 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.
    Warrior Dolls:
    Spoiler:
    Warrior Doll
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Jistkan Runes:
    Spoiler:

    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card. If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
    =
    The Second Law displayed
    Turn: 18, 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:
    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 2

    Spoiler:
    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.

    Monster 3

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

    Monster 4

    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 5

    Spoiler:
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    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:
    Eternal Captives
    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Barrier 4

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

    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:
    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 3

    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.

    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:
    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.

    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:
    Elemental Skin
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 3

    Spoiler:
    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 4

    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 5

    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.

    Random Armor:

    Armor 1
    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 2

    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 3

    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 4

    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 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:
    Smoke Stick
    Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

    Item 2

    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 3

    Spoiler:
    Wing of Horus
    Item B
    Traits: Trigger Object Magic Horus
    To Acquire: Dexterity Knowledge Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 4

    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 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Apprentice
    Ally 2
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Druid of the Hive
    Ally B
    Traits: Thriae Druid Veteran Poison
    To Acquire: Charisma Diplomacy 7
    Discard this card to ignore a bane's immunities to the Acid and Poison traits.
    Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

    Ally 3

    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 4

    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 5

    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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 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 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 5

    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.

    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: 12

    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 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 3 - Turn 3 Qualzar

    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 4 - Turn 4 Skizza

    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 5 - Turn 5 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 6 - Turn 6 Cogsnap

    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 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 8 - Turn 8 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 9 - Turn 9 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 10 - Turn 10 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.

    Blessings Deck Card 11 - Turn 11 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 12 - Turn 12 Cogsnap

    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.

    Location #1: Altar of Riddles
    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: Precious Mine
    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: Skizza/agent_eclipse

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Cogsnap/VampByDay

    Silver Forge Card 1:
    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.
    Silver Forge Card 2:
    Marianix Karn
    Ally B
    Traits: Human Aspis Sage
    To Acquire: Charisma Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
    Silver Forge Card 5:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Silver Forge Card 6:
    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.
    Silver Forge Card 7:
    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.
    Silver Forge Card 8:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Location #4: Quarry
    At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY, (Jistkan Runes Displayed)

    Quarry Card 1 (Theletos):
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
    All 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.
    Quarry Card 2 (Mumia):
    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.
    Quarry Card 3 (Crocodile Skin Lamellar):
    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.
    Quarry Card 4:
    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.
    Quarry Card 5:
    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.
    Quarry Card 6:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.

    Location #5: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Scorched Ruins Card 1 (Volatile Sentinel):
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.

    Location #6: Scorched Obelisk
    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: Lini/Bigguyinblack, Estra/Yewstance,

    Location #7: Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Jistkan Runes Displayed), (Caryatid Column, Coffer Corpse)

    Stonework Passages 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.
    Stonework Passages Card 2:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception 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, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.

    Location #8: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Qualzar/EmpTyger, (Jistkan Runes Displayed, Elemental Treaty Displayed), (Speak with Dead, Feather of Maat, Elemental Mastery)

    Alchemical Laboratory Card 1:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.
    Alchemical Laboratory Card 2:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    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.
    Alchemical Laboratory Card 6:
    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.

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

    Cards Not In the Box Card 1 (The Second Law):
    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.
    Cards Not In the Box Card 2 (Eruption):
    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.
    Cards Not In the Box Card 3 (Kafar):
    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.
    Cards Not In the Box Card 4 (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

    AMENDING TURN

    Urk. Illegal play - I used 2 allies on my check against the henchman (Honaire is, of course, an Ally; even though he functions more like a Cohort).

    Amending that, I'll use Swipe instead of Mindblade, and still Topdeck Honaire. That means Mindblade is not recharged and Sign of the Daughter was not drawn, and combat is as follows...
    Combat 22-3 (Divine): 1d10 + 4 + 1d12 + 1d4 + 1d6 + 4 ⇒ (1) + 4 + (6) + (4) + (6) + 4 = 25 -> Kixexa is still defeated, Estra draws a card (Honaire) for passing a combat check... but takes 1d4 damage from overkilling.
    Electricity Damage (Scorched Obelisk): 1d4 ⇒ 2 -> Estra takes 2 Electricity damage, and discards Bal Themm and Scribe to damage.
    Divine 10 (Swipe Recharge): 1d10 + 4 ⇒ (1) + 4 = 5 -> Fail, Swipe discarded.

    Estra attempts to close, as before, but has to re-roll the random bury. (To clarify; I've placed my cards in the same order they were when I rolled last, just with the appropriate cards removed, and Mindblade added to the end)
    Random Card (Codex of Conversations, Binder's Tome, Restorative Touch, Valet, Honaire, Mindblade): 1d6 ⇒ 5 -> No! Estra randomly buries Honaire!

    Estra relaxes within the zone she's now carefully warded, until the obelisk seems to begin to hum with power in response to her magic. Estra cautiously summons Honaire for protection, before a bolt of energy seems to lash out from the stone, arcing towards the spiritualist and plunging through her very spirit; tearing out some part as she collapses to the ground, passing out.

    Estra comes to moments later at Lini's care, pale and shivering. Her spiritual links have been shaken... she can't even call Honaire to this side of the veil. Her rheumatic fingers clench, weak. Scared. What if he doesn't come back...?

    Estra has to make a Constitution 9 check to close the location, and no longer has Honaire to assist her. Pausing to ask for support. (After the closing check, I will Restorative Touch myself instead of Lini, sorry.)

    Estra wrote:

    Hand: Codex of Conversations, Binder's Tome, Valet, Restorative Touch, Mindblade (Dip9),

    Displayed:
    Deck: 10 Discard: 7 Buried: 3
    Notes: Well it's difficult to overstate how many things just went wrong. I've taken much more damage (losing numerous Allies; my most valuable card type), might not pass the closing check and, worst of all, lost my husband to a random bury effect. :(

    Silver Crusade

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

    Skizza discards Blessing of Alkenstar to add 1d12 to Estra's closing check.
    Cogsnap discards Blessing of the Elements to add a die.
    Qualzar discards Blessing of Abadar to add a die.

    Constitution 9: 3d6 + 1d12 ⇒ (6, 4, 5) + (5) = 20 -> Phew. Scorched Obelisk is still closed.
    Estra takes 1 Electricity damage and discards Binder's Tome to damage.

    Estra reveals Restorative Touch to heal herself (rather than Lini).
    Restorative Touch: 1d4 + 1 ⇒ (2) + 1 = 3 -> Estra shuffles 3 random cards (Binder's Tome, Blessing of Qi Zhong, Game of Afterlife) from her discard pile into her deck. Recharge pile cleared.
    Divine 11: 1d10 + 4 ⇒ (6) + 4 = 10 -> Restorative Touch discarded.

    Estra resets her hand and ends her turn.

    Estra wrote:

    Hand: Codex of Conversations, Valet, Mindblade (Dip9), Idorii (Dip9), Hypercognition, Blessing of Qi Zhong,

    Displayed:
    Deck: 10 Discard: 6 Buried: 3
    Notes: If the need is sufficiently great, you may display my Hypercognition next to you to add a die to Intelligence, Wisdom and Charisma checks for a full turn.

    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: 1

    Cogsnap, Skizza and Qualzar all discarded a blessing. Sorry for the exorbitant blessing usage; losing Honaire completely changed my turn.
    Lini was NOT healed after the retcon.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn, blessing of the ancients. Move to Alchemical Labratory.
    Sick of the Silversmith, Cogsnap moves to the alchemical shop in hopes that he’ll have more luck there.
    Initial Explore-Hyaenodon. Cannot acquire. Discarded.
    On his way to the lab, Cogsnap sees a giant thunder-lizard-thing. Not having Lini’s Gift with animal-like-things he just decides to skirt by without bothering it.
    Display alchimist’s kit. Use its power to DISCARD deathtrap in a jar to explore again, add 1d6 to Disable checks.-Soul Stimulant.
    Getting to the lab, Cogsnap sees that there are enough materials to make a soul stimulant.
    Craft 9 vs 1d10(int)+2(Craft): 1d10 + 2 ⇒ (3) + 2 = 5
    Fail, soul stimulant banished
    Unfortunately, the ingredients in the lab are too badly degraded to be of any use.
    banish Recharge twitch tonic to draw deathtrap ooze from my Discard and explore again, add 1d6 to disable checks.-Elemental Mastery
    While looking around the lab, Cogsnap finds a scroll.
    Arcane 11 vs 1d10(int)+1(Arcane): 1d10 + 1 ⇒ (6) + 1 = 7
    ”Stupid thing, I don’t do spells. Not really. . .” mutters Cogsnap.
    Fail, banished. Bury Alchemist’s kit to get Deathtrap in a jar back AGAIN, recharge him this time to explore AGAIN, still adding a d6 to Disable checks.-Alchemical Gas.
    Ooh boy, Qualzar and I are going to take damage
    disable 7 vs 1d10+3(dex)+3(disable)+1d10(+1 die to disable, deathtrap ooze: 2d10 + 6 ⇒ (9, 1) + 6 = 16
    Due to beating the bane by more than 4, Qualzar and I both take Acid damage: 1d4 ⇒ 3
    Elemental treaty reduces by 1, recharge bone lamallar to reduce damage to zero. Second law ALSO triggers. Banish Alchemist’s shield as I can get it back at the end of the scenario. QuaLzar has to either banish a card or encounter voices of the spire. Second law banished. UGH. Draw up and end turn.

    <Cogsnap> wrote:

    Hand: Canteen, Galvanic Chakrum +1, Blessing of the Elements-Beta, Alchemist's Fire, Remove Curse, Alkalai Flask, Corrosive Dagger +1,

    Displayed: Clockwork Spy,
    Deck: 7 Discard: 2 Buried: 1
    Notes: Remove curse up for use.
    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)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([]+2) 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.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


    Male Gnome Sorcerer/Impeller Deck Handler

    (During Cogsnap’s turn)
    Discarding Dimension Leap to move to Silver Forge

    Arcane 12: 1d10 + 5 ⇒ (6) + 5 = 11
    Revealing Tablet of Languages Lost for +2=13. Dimension Leap is recharged
    Loosely translated, a gnomish proverb states that if 2 gnomes are working in a laboratory, 1 of the 3 is probably about to explode. Qualzar didn’t want it to be him.

    Qualzar wrote:

    Hand: Kafar, Swipe, Tablet of Languages Lost, Eruption,

    Displayed: Elemental Treaty,
    Deck: 5 Discard: 8 Buried: 1
    Notes: Elemental Treaty prevents 1 Acid/Cold/Electricity/Fire/Poison damage at Alchemical Laboratory until close. Swipe can autosucceed the Silver Forge closing check
    Ask before using: Swipe (discard for -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) ([X] +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

    Blessing of the Elements in effect.

    "You were supposed to stay healthy, Not get more cursed."

    Lini casts Restorative Touch on Darago decursifying him.

    Restorative Touch on Darago banishing Curse of Fevered Dreams and auto recharging: 1d4 + 1 ⇒ (4) + 1 = 5

    "I'll go check out the Stonework Passages. Try not to get hurt again."

    Lini moves to Stonework Passages.

    Stonework Passages 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.

    Lini looks at the undead. Then at her poison covered whip. *sigh*

    combat 8 casting and auto recharging Holy Javelin, revealing Mastiff: 1d10 + 2d12 + 1d4 + 8 ⇒ (9) + (4, 7) + (2) + 8 = 30

    "And stay down!"

    combat 10 casting Divine Blaze, revealing Mastiff: 1d10 + 4d8 + 1d4 + 8 ⇒ (9) + (8, 4, 5, 3) + (4) + 8 = 41
    recharge 14 revealing Mastiff: 1d10 + 1d4 + 8 ⇒ (9) + (1) + 8 = 18

    All that magic took a lot out of her. She rests for a moment.

    Lini wrote:

    Hand: Crow, Sun Falcon Pectoral loot, Fire Snake, Blessing of Sivanah, Thousand Stings Whip, Mastiff,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    "Notes: Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Location: Stonework Passages"
    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

    Starting under BoAbadar. It looks like Lini cast Restorative Touch on me from a different location. It should be an easy fix and I can de-curse myself with the Mask, so no problem. I'll proceed as though I haven't been healed.

    As Darago continues contemplating the runes, the thing with arms begins growing more defined, realer in a sense. Before he can process what's happening the Card 1: Theletos fully manifests itself and attacks! Play Volcanic Storm for Arcane+3d6. Reveal Mask for +2.

    Combat 18: 1d10 + 3d6 + 8 ⇒ (1) + (3, 4, 4) + 8 = 20
    Recharge Volcanic Storm Arcane 13: 1d10 + 8 ⇒ (4) + 8 = 12

    Check to close, Fortitude 10. Play Fire Snake to use Arcane and Reveal Mask for +2: 1d10 + 8 ⇒ (4) + 8 = 12
    Recharge Fire Snake Arcane 8: 1d10 + 8 ⇒ (1) + 8 = 9

    Darago conjures gouts of flame to banish the crystal-arm thing back to wherever it came from, burning most of the quarry up in the process... At least the team knows for sure there isn't anything left there? Plus, all the heat really let him sweat out the fever he had; he feels much better now! Recharge Mask to banish Curse of Fevered Dreams

    End turn. Quarry is Closed!

    Darago wrote:

    Hand: Ghost Whip, Blessing of Wadjet (Acquired), Cloudburst, Acid Rain, Glyphbane Gloves (Acquired), Binder's Tome, Armor of the Sands,

    Displayed: Curse of Fevered Dreams,
    Deck: 10 Discard: 5 Buried: 1
    Notes: Binder's Tome: Reveal for +1d4 on local combats and CHA checks
    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

    Edit: Hadn't noticed Darago moved and I can't heal from afar yet. Switching the healing to Lini.

    Lini wrote:

    Hand: Crow, Sun Falcon Pectoral loot, Fire Snake, Blessing of Sivanah, Thousand Stings Whip, Mastiff,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    "Notes: Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Location: Stonework Passages"
    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

    Blessing 3: Ancients o'clock
    Exploring Silver Forge 1: Fate Blade

    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.

    Qualzar cannot make a DEX/Ranged/WIS/Divine 11 check. Fate Blade is banished
    A slender twisted blade had been nearly finished. "Fate Blade? More like Fat Blade!" A jinx from the gnome, and the next wielder would be in for a bulky surprise.

    Discarding Kafar to explore Silver Forge 2: Marianix Karn

    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.

    CHA 9: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9
    Marianix Karn is acquired
    Kafar noticed something that triggered an memory from an Aspis meeting. "Hey, Qualzar. I think Marianix mentioned this place once."

    Discarding Marianix Karn to explore Silver Forge 3: Dark Stalker

    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.

    Discarding Eruption
    Combat 12+4=16 (19): 1d10 + 5 + 4d6 ⇒ (1) + 5 + (6, 3, 3, 5) = 23
    Arcane 13: 1d10 + 5 ⇒ (1) + 5 = 6
    Eruption remains discarded. Dark Stalker is banished
    The rogue whispered the sage's wisdom into Qualzar's ear. "There's a stalker in that corner." The sorcerer wasted no time in causing the forge to erupt in a shower of flames and sparks, momentarily revealing the shadow before it was completely consumed.

    Ending turn. Resetting hand
    (At the start of Skizza's turn)
    Recharging Surgeon to cure Blessing of Abadar
    Discarding Scrying for Monsters at Silver Forge. Examining Silver Forge 4: Ooze Falchion +2, Silver Forge 5: Warrior Dolls, Silver Forge 6: Crocodile Skin Madu

    Ooze Falchion +1:
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Warrior Dolls:
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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.

    Topdecking Warrior Dolls. Ooze Falchion +2, Crocodile Skin Madu shuffled back into Silver Forge
    Arcane 12: 1d10 + 5 ⇒ (4) + 5 = 9
    Scrying remains discarded
    The surgeon quickly bandaged Qualzar while he magically searched the forge. The sorcerer didn't find any runes, but he did locate more of the little warrior dolls waiting to be activated.

    Qualzar wrote:

    Hand: Surgeon, Swipe, Mist Horn, Scrying, Apprentice, Tablet of Languages Lost, Dimension Leap,

    Displayed: Elemental Treaty,
    Deck: 2 0 Discard: 11 Buried: 1
    Notes: Elemental Treaty prevents 1 Acid/Cold/Electricity/Fire/Poison damage at Alchemical Laboratory until close. Swipe can autosucceed the Silver Forge closing check, but if the Jistkan Runes aren't displayed I might randomly lose Swipe.
    Ask before using: Swipe (discard for -3 to Combat difficulty); Dimension Leap (discard at start of encounter to move Qualzar to/from encounter)
    Can use without asking: Mist Horn (display at any location to prevent 3 monster damage until start of my next turn)

    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) ([X] +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


    Nice turns all!

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

    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:

  • After building the location decks, shuffle 1 Jistkan Runes henchman into each location deck.

  • When attempting to close a location, if there are no Jistkan Runes displayed next to that location, you must first bury a random card.
  • Note; There's a conditional reward during this scenario, earned by closing the Altar of Riddles.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Volatile Sentinel:
    Spoiler:
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.
    Kixexa:
    Spoiler:
    Kixexa
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Aristocrat Janni Fire
    To Defeat: Combat 22
    Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check. Damage dealt by Kixexa is Fire damage. If undefeated, each other characater is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Picasi:
    Spoiler:
    Picasi
    Henchman 4
    Type: Monster
    Traits: Outsider Elemental Janni Monk
    To Defeat: Combat 20 THEN Combat 16
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage. If your check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from.
    Theletos:
    Spoiler:
    Theletos
    Henchman 3
    Type: Monster
    Traits: Trigger Outsider
    To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
    When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All 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.
    Warrior Dolls:
    Spoiler:
    Warrior Doll
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Jistkan Runes:
    Spoiler:

    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card. If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Turn: 22, 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:
    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:
    Rukh
    Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    Monster 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:
    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.

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    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 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:
    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 4

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

    Weapon 2

    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 3

    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 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:
    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.

    Random Spells:

    Spell 1
    Spoiler:
    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.

    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:
    Locate Object
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    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:
    Knock
    Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    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 2

    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 3

    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.

    Armor 4

    Spoiler:
    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.

    Armor 5

    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.

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

    Item 3

    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 4

    Spoiler:
    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.

    Item 5

    Spoiler:
    Wing of Horus
    Item B
    Traits: Trigger Object Magic Horus
    To Acquire: Dexterity Knowledge Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Random Allies:

    Ally 1
    Spoiler:
    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 2

    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 3

    Spoiler:
    Stone Weasel
    Ally C
    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 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:
    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.

    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 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 3

    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 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 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.

    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: 8

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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 2 - Turn 2 Cogsnap

    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 3 - Turn 3 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 4 - Turn 4 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 5 - Turn 5 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 6 - Turn 6 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.

    Blessings Deck Card 7 - Turn 7 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 8 - Turn 8 Cogsnap

    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.

    Location #1: Altar of Riddles
    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: Precious Mine
    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: Skizza/agent_eclipse

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Qualzar/EmpTyger, (Ooze Falchion +2, Crocodile Skin Madu)

    Silver Forge Card 1 (Warrior Dolls):
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Silver Forge Card 2:
    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.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
    Silver Forge Card 5:
    Jistkan Runes
    Henchman 4
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Intelligence Arcane Knowledge Divine 10
    When examined, you may attempt a Knowledge 5 check to encounter this card.
    If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.

    Location #4: Quarry
    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: Darago/AAUGHWHY,

    Location #5: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Scorched Ruins Card 1 (Volatile Sentinel):
    Volatile Sentinel
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.

    Location #6: Scorched Obelisk
    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,

    Location #7: Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lini/Bigguyinblack, (Jistkan Runes Displayed), (Caryatid Column, Coffer Corpse)

    Stonework Passages Card 1:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception 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, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.

    Location #8: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/VampByDay, (Jistkan Runes Displayed, Elemental Treaty Displayed), (Speak with Dead, Feather of Maat, Elemental Mastery)

    Alchemical Laboratory Card 1:
    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.
    Alchemical Laboratory Card 2:
    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.

    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: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Eruption):
    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.
    Cards Not In the Box Card 2 (Kafar):
    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.
    Cards Not In the Box Card 3 (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.

  • The Exchange

    Deck Handler

    Reveal Tetisurah to Reset Hand.

    Skizza wrote:

    Hand: Navigator Musket +1, Blessing of Calistria, Tetisurah, Emerald of Dexterity, Deadeye Pistol +1, Master Gunner,

    Displayed: Adamantine Bullets, Curse of The Ravenous,
    Deck: 7 Discard: 5 Buried: 1
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    With my Navigator Musket in hand I will head to Stonework and help Lini.

    Move to and Explore Stonework Passages Card 1: Echoes of Confusion.
    Recharge Emerald of Dexterity and Reveal Navigator Musket +1.
    Perception 8: 1d10 + 1d6 ⇒ (6) + (3) = 9 Defeated.

    Discard Master Gunner to Explore Card 2: Corridor Dart Trap.
    Discard Blessing of Calistria.
    Disable 14: 1d10 + 3 + 2 + 2d10 ⇒ (5) + 3 + 2 + (10, 3) = 23

    Curse of The Ravenous: 1d4 ⇒ 2Master Gunner buried.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Navigator Musket +1, Blessing of Calistria, Tetisurah, Dragon Pistol +1, Deadeye Pistol +1, Swiftshooter,

    Displayed: Adamantine Bullets, Curse of The Ravenous,
    Deck: 6 Discard: 5 Buried: 2
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    Silver Crusade

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

    For future note; Tetisurah does actually require you to shuffle at least 1 card away before resetting your hand (though I've forgotten that rule in the past).

    Mummy's Mask Rulebook, Page 9 wrote:

    When something refers to

    “any number” of cards, that number must be at least 1.

    No need to retcon; just something to keep in mind for the future.

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

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

    Looking at the board, there's almost no undiscovered Boons left (and those that are known are not worth picking up). All locations are closed by players highly capable of temp-closing them, so I suppose Estra will go and fight the villain, since she's relatively well-suited to doing so.

    Estra displays Hypercognition, adding a die to her Intelligence, Charisma and Wisdom checks for the turn.

    Estra moves to the Scorched Ruins, and examines the top card of it with her power.

    Scorched Ruins Card 1: Volatile Sentinel:

    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.

    Estra chooses not to discard or bury a card, and passes on her free exploration.

    Estra reveals Codex of Conversations and sets aside Idorii to explore again, adding 2d4 to her combat checks during this exploration.
    Codex of Conversations: Diplomacy 9 (Valet, Hypercognition): 2d10 + 5 + 2 ⇒ (5, 3) + 5 + 2 = 15 -> Estra draws a card () for passing a Charisma check. Idorii (Dip9) recharged.

    Scorched Ruins Card 1: Volatile Sentinel:

    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Dexterity Disable Intelligence Craft 15 OR Combat 24
    The Volatile Sentinel is immune to the Mental and Poison traits.
    PAUSING FOR TEMP CLOSURES.

    Estra struggles to bring herself to her feet, centering her mind. She still senses Honaire, merely far away. She needs the time to meditate and recover; but with the golem still on the rampage there isn't the safety to do so. She finds her cane, drawing psychic energy to her fist, and goes hunting for it.

    It's tremor-inducing footsteps are not hard to track, and the spiritualist confronts it; raising her arms wide and preparing to sharpen her thoughts into weapons to cut it apart.

    With Idorii's exploration bonus, Mindblade for combat (curiously not a Mental attack) and Hypercognition (plus Mindblade's reroll), my overall odds of beating Combat 24 is currently about 91%. One blessing brings it above 99%, so I should to take on the villain no matter what resources are expended on temp-closing (though both Lini and Qualzar have their temp-closes pretty much covered already).

    Estra wrote:

    Hand: Codex of Conversations, Valet, Mindblade (Dip9), Blessing of Qi Zhong, Akhentepi's Armor,

    Displayed: Hypercognition,
    Deck: 9 Discard: 7 Buried: 3
    Notes: My blessing is free to use!


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

    Lini begins constructing barriers in the Stone Passages.

    Survival 6 +4 revealing Crow: 1d10 + 1d4 + 9 ⇒ (1) + (1) + 9 = 11


    Male Gnome Sorcerer/Impeller Deck Handler

    (During Estra's turn)
    Tempclosing Silver Forge: Burying Mist Horn
    Summoning Random Armor 1: Falcon Crown

    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.

    Discarding Swipe. Falcon Crown is acquired. Silver Forge is tempclosed
    Arcane 10: 1d10 + 5 ⇒ (4) + 5 = 9
    Revealing Tablet of Languages Lost for +2=11. Swipe is recharged
    A fascinating falcon-headed crown was lying on the forge. The sorcerer excitedly claimed it, and the falcon spreading its wings and flew around the forge, preventing any foe from entering.

    Qualzar wrote:

    Hand: Falcon Crown, Apprentice, Tablet of Languages Lost, Dimension Leap,

    Displayed: Elemental Treaty,
    Deck: 3 Discard: 11 Buried: 2
    Notes: Elemental Treaty prevents 1 Acid/Cold/Electricity/Fire/Poison damage at Alchemical Laboratory until close.
    Ask before using: Dimension Leap (discard at start of encounter to move Qualzar to/from encounter)
    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) ([X] +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


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    TEMP CLOSE: Well, here goes nothing, just have a raw blessing to help me out. Use Lini's blessing of Sivanah.
    Craft 5+Adv deck 4=9 vs. 1d10(int)+2(craft)+2d10(blessing): 3d10 + 2 ⇒ (10, 7, 8) + 2 = 27

    Cogsnap tempcloses the alchemical lab with such ease he even surprises himself.

    Reminder, used Lini's Blessing of Sivanah

    Silver Crusade

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

    All other locations have been temporarily closed. Villain Encounter.

    Estra reveals Codex of Conversations and sets aside Mindblade for combat, with an added reroll option.
    Codex of Conversations: Diplomacy 9 (Valet, Hypercognition): 2d10 + 5 + 2 ⇒ (1, 6) + 5 + 2 = 14 -> Estra draws a card (Sands of Time) for passing a Charisma check. Mindblade recharged.
    Idorii adds 2d4 to combat checks during this exploration.
    Hypercognition adds a die.
    Estra displays Sands of Time at the Scorched Ruins to add a die her check to defeat a Construct.
    Estra discards Blessing of Qi Zhong to add a die.
    Skizza discards Blessing of Calistria to add a die.
    Cogsnap discards Blessing of the Elements to add a die.

    Combat 24 (Perception): 6d10 + 4 + 1d12 + 2d4 ⇒ (4, 7, 4, 1, 7, 6) + 4 + (4) + (4, 2) = 43 -> Volatile Sentinel defeated.

    The villain is unable to escape; we win!

    Estra wrote:

    Hand: Codex of Conversations, Valet, Akhentepi's Armor,

    Displayed: Hypercognition, Sands of Time,
    Deck: 9 Discard: 8 Buried: 3
    Notes:


    COMPLETED SCENARIO 3-4C: THE CHOKED TUNNEL

    SCENARIO REWARD:

  • For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot Bronze Sentinel. At the end of each scenario, return the loot to the game box.
  • If the location Altar of Riddles is closed when you win the scenario, for the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Mythopoeic Sphinx if that character recites the Mythopoeic Curse when doing so. At the end of each scenario, return the loot to the game box.

    About the 'Mythopoeic Curse':
    The 'Mythopoeic Curse' is a small, well-hidden puzzle for players to solve, more or less just for the pure flavor. You're given very little to go off, and in a play-by-post environment like this you very well might not have access to all of the pieces you need to solve the puzzle.
    This is the only real hint you get, and it was something of a community challenge which was ultimately solved (which you can find with some easy Googling).

    Players may feel free to take on the Riddle for their own fun, but I can also tell players the solution if they wish to take it.

    Bronze Sentinel:

    Loot 4
    Type: Armor
    Traits: Heavy Armor Construct Magic
    To Acquire: None
    Display this card to explore your location. While displayed, reduce all damage dealt to you to 0, and add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors. At the end of your exploration, succeed at a Craft 13 check to discard this card; otherwise, bury it instead.
    Mythopoeic Sphinx:

    Loot 4
    Type: Item
    Traits: Object Sphinx
    To Acquire: None
    AAt the end of your turn, recharge this card to recharge any number of cards; after you reset your hand, you may search your deck for a spell and draw it.

    Banish this card to draw a loot ally that has the Maftet or Sphinx trait from the box.

    Note: There is 3 Loot Allies that are Sphinxes or Maftets that could potentially be drawn (though you'll probably always get Erayu (Ally 4) for now. They are listed as follows...

    Tetisurah (If she's not already been removed from the box via Loot options):

    Loot 3
    Type: Ally
    Traits: Sphinx Druid
    To Acquire: None
    At the start of your turn, reveal this card to shuffle any number of cards into your deck, then reset your hand.

    Discard this card to explore your location. During this exploration, add 1d12 to your checks against banes invoke the Cold trait or that have the Maftet or Sphinx trait.

    Erayu:

    Loot 4
    Type: Ally
    Traits: Sphinx Maftet Mayor
    To Acquire: None
    Recharge this card to add 1d10 to your Intelligence check.

    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.

    Khai-Utef (Once you enter AD5):

    Loot 5
    Type: Ally
    Traits: Sphinx
    To Acquire: None
    Recharge this card to add 1 die to any combat check against a monster. If the monster is a villain or henchman, add another die.

    Display this card to reset your hand and examine the top card of any location deck; then you may explore your location. At the end of the turn, discard this card.

    And yes; allies drawn this way absolutely count towards your deck upgrades for the scenario.

    SCENARIO REWARD: (From the last scenario, as mentioned in Discussion)

  • Each character draws 3 random blessings from the box their class deck (as per the Guild Guide), chooses one, and returns the rest to the box.

    TIER REWARD:

  • Cogsnap: Tier 4.1. Skill Feat.
  • Skizza, Qualzar: Tier 4.3. No Feat.
  • Darago, Lini, Estra: Tier 4.4. Card Feat. (Any of these characters may elect to Tier up, if they so choose. Estra will not Tier Up.)

    CONVENTION REWARD APPLIES:

  • Every second scenario since the convention started, players may roll a 1d20. On a "1" or a "20", they earn the following Player Boon...

    Outpost II Player Boon wrote:
    □ □ □ □ Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

    Outpost II Boon Roll for 3-4C (BR): 1d20 ⇒ 15 -> No boon.

    DEVELOPMENT:

    Summoning the elementals to help you was a risky gamble, but it seems to have paid off. The elemental tricksters are in no shape to trouble you further, and without their influence, the powerful golem looks to you for commands.

    You send it to clear out the tons of rubble as you set up camp to recover from your recent battles. Hopefully in the morning, the tireless construct will have excavated a path, and you can continue your journey to find the Spinel Sage.

    PERSONALIZED DEVELOPMENT:
    "Summoning the elementals, Qualzar, was risky and dangerous, and we should agree as a team, Qualzar, to never do something so foolish again, Qualzar." Estra lectures the sorcerer. Though she had to admit; the gamble seems to have paid off. The elemental tricksters are in no shape to trouble you further, and without their influence, the powerful golem looks to Cogsnap for commands whilst Darago ceaselessly examines the ritual components to work out how Cogsnap managed to be the one to take the reigns of the construct's protocols.

    To Skizza's glee, Cogsnap sends it to clear out the tons of rubble as you set up camp to recover from your recent battles; Lini healing the party and assisting the old spiritualist in regaining her connection to the realms beyond. Hopefully in the morning, the tireless construct will have excavated a path, and you can continue your journey to find the Spinel Sage. Maybe by then Skizza will have stopped whooping loudly as he watches the golem continue its destructive tunneling with fascination.

    ACQUIRED CARDS:

    Marianix Karn (Ally B)
    Meehr Zet (Ally B)
    Mad Dog Marrn (Ally 1)
    Scribe (Ally 4)

    Falcon Crown (Armor 4)

    Blessing of Wadjet (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Pharasma (Blessing B)

    Smoked Glass Goggles (Item B)
    Potion of Healing (Item B)
    Black Marsh Spider Venom (Item 2)
    Glyphbane Gloves (Item 2)
    Necklace of Fireballs (Item 4)

    Sands of Time (Spell 1)
    Channel the Gift (Spell 4)

    Shattertouch Shotel +2 (Weapon 4)


  • So there's a bit more here than usual, so I'll simplify things. Here's what I need from each player for now...

  • Everyone but Lini: Draw 3 random blessings (exclude AD5 and AD6 blessings) from their class deck (combine it with your Ultimate Add-On Deck, if you have one), and they may choose to replace one of their blessings with one that they drew.
  • Lini: Get a bonus Ally 3 upgrade.
  • Choose your Deck Upgrade preferences, as usual.
  • Apply your appropriate Feats, as usual (and Lini/Darago: decide if you want to Tier Up early).
  • Roll a 1d20 to see if you earn a convention player boon.

  • There's 2 new Loot cards (one of which has this little flavor/riddle to it, and a couple of odd effects, which required me to put in extra spoilers to explain it all above). Consider which are of interest to you, if either.

    The beginning of the next scenario will be posted tomorrow (within 12 hours from now), so that players may choose Traders then.


  • EDIT: There's also a Dagger of Doubling (Weapon 3) in the acquired cards.

    Thanks Qualzar!


    3-4D: SPINEL’S GRAVE

    As you had hoped, the golem easily cleared the tunnel that leads deeper into the ruin. You may have thought the entry hall massive, yet the chamber beyond is even more spectacular. Rows of stone golems stand facing the tunnel. Towering above them stands a stone-carved, elephantine monstrosity so immense that it carries a small castle atop its back. You’ve found what the Spinel Sage Mnesoset sought, yet the clues you found suggested she also made it this far. Why had she not marched out with this army to Osirion’s aid?

    As you wind your way past dozens of golems, a harsh voice echoes telepathically in your head. “You are not the first to trespass here. A precocious woman walked your path millennia ago, and she bowed to me, offering her command of the golem armies. She acknowledged me as her master, and surrendered her power so that I might bury it here and prevent it from crushing the world above.” You hear the voice speak from behind you, and you turn in time to see a powerful, horned giant step between two of the golems. From elsewhere, hiding within the forges and artificer quarters nearby, you can sense other creatures slinking closer. “Surrender as she did, and spare the world the apocalypse the Jistkans nearly unleashed.”

    This is no mere giant. It is a sepid, a fantastically strong div famed for its compulsive lying. Hanging from its neck is a rose-hued gemstone on a chain—the spinel sage jewel. You can even spot the faint image of a Garundi woman reflected inside its facets, striking the surface as if trying to escape.

    The div sneers as if it knows you have seen through its lies, but as it raises its sword to attack, the spinel fires lances of crimson energy that strike nearby golems and cause their eyes to glow with the same light. The constructs immediately animate and begin attacking the sepid. It bellows in response, “To me, minions! The sage has summoned pawns, and we join the battle!”

    DURING THIS SCENARIO:

  • After building the location decks, display the henchman Warrior Dolls next to a random location. At the end of each turn, display that henchman next to a random open location. When you are at a location with Warrior Dolls displayed next to it, you may add 1d6 to your checks to defeat monsters.

    VILLAIN:

    Sepid:

    Villain 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits.

    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.

    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

    HENCHMEN:

    Druj Nasu:

    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.

    Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.

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


  • Random Location: 1d8 ⇒ 6 -> Warrior Dolls is displayed next to the Catacombs.

    So there's a purely beneficial scenario power for once. Just some slightly tougher henchmen/villains to match. Remember to roll for the Warrior Dolls movement at the end of each of your turns.

    Once you've picked all of your rewards; pick your Traders.

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

    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:

  • After building the location decks, display the henchman Warrior Dolls next to a random location. At the end of each turn, display that henchman next to a random open location. When you are at a location with Warrior Dolls displayed next to it, you may add 1d6 to your checks to defeat monsters.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Sepid (Villain):
    Spoiler:

    Villain 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits.

    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.

    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

    Druj Nasu (Henchman):
    Spoiler:

    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.

    Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.

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

    =

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Silver Forge
    At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    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
    Located/Displayed Here: None

    Location #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: None

    Location #8: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


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

    Trade: Mind's Eye Blade for Basic Item.

    Loot: Staff of Minor Healing for Mask of the Forgotten Pharaoh. Sunburst Market Basic Item for Mythopoeic Sphinx.

    Starting Location: Crypt (I can help clear out the monsters, but someone else will probably need to actually close it.

    The Mythopoeic Curse:
    Darago approaches the Altar of Riddles again.

    What is the strongest power in the world?

    "Let's try something new: 'To find out, you must Look now at Osirion's End.'"

    Incorrect. It is friendship.

    "Ok. Trying to confuse the altar isn't the solution, guys... We'll figure out what it wants eventually..."

    Full disclosure, this got partially spoiled to me, so I just decided to spoil it the rest of the way. I wish I was around when it was originally happening, that would have been a lot of fun. Hopefully something like this happens again!

    Darago wrote:

    Hand: Magnetic Grimoire, Life Drain, Ice and Fire, Fox, Ghost Whip, Blessing of Master of Masters, Cloudburst,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Notes: Master of Masters: +2 dice on INT Check
    Fox: discard for +1d4 on INT/WIS check
    Grimoire: Reveal +1d4 on local check that invokes Acid, Cold, Electricity, Fire, Poison"
    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 Crazyman Alchemist Google Sheets Decklist thingie

    I'll start at the alter like last time.

    Starting hand:

    <Cogsnap> wrote:

    Hand: Remove Curse, Canteen, Alkalai Flask, Blessing of the Elements-Beta, Alchemist's Shield , Clockwork Spy, Alchemist's Fire,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    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 [X]+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)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([]+2) 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.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


    Cogsnap's Trader (Falsin Deek/Auction House): 1d2 ⇒ 2

    Smiths of Wati (Lini):

    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.
    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.

    Hadden Hoppert (Qualzar):

    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.
    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.

    Falsin Deek (Skizza):

    Knot of Isis:

    Item 3
    Traits: Trigger Object Magic
    To Acquire: Intelligence Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card. Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait. Recharge this card to add the Acid trait to your check.
    Bird Feather Tokens:

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

    Auction House (Estra, Cogsnap):

    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.
    Ausetitha:

    Ally 4
    Traits: Undead Banshee Incorporeal
    To Acquire: Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
    Maftet Hunter:

    Ally 4
    Traits: Sphinx Maftet
    To Acquire: Charisma Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location. Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

    =====

    Musings as an Estra player:
    Dang! Ausetitha really drew my interest, since it basically reads "+5 to every Strength, Dexterity, Constitution or Combat check for an entire scenario" (since those are all checks I can use Honaire on, since he's my favored card type). Unfortunately, using a power on a displayed card counts as playing it; and I can't play both Honaire and Ausetitha on the same check due to 1-ally-per-check rules, making her useless.

    Silver Crusade

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

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

    LOOT: Walking Stick -> Spear of the Watchful Guardian
    LOOT: Reed Moccasin -> Neferekhu

    (Note that Akhentepi's Armor is now free for anyone else. It usually discards to reduce all damage dealt to you to 0, or recharges to ignore a BYA.)

    Estra starts at the Altar of Riddles.
    Estra draws her opening hand.

    Estra wrote:

    Hand: Honaire, Charm Person, Binder's Tome, Swipe, Neferekhu, Spear of the Watchful Guardian,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: (I'm just putting Honaire in my hand before drawing my opening hand from now on. He's my favored card type, so otherwise I have to technically draw, discard, draw, discard, draw, discard my hand between 2-4 times before hitting him, then shuffling my discard pile back in. It's unnecessarily time-consuming, and it makes no difference to the randomness to simply add him to my hand then draw 5 random cards afterwards.)

    Neferekhu and Binder's Tome should both be revealed as often as possible at Estra's location to add bonuses to Combat, Charisma, noncombat Wisdom and noncombat Knowledge checks at no consequence. I explicitly request that Neferekhu is revealed as often as possible, since that draws me cards.

    Estra will banish Charm Person as soon as possible to draw a new ally.

    If anyone wants Estra's Spear of the Watchful Guardian, just say so and I'll hand them it. Otherwise, I'll likely discard it to my own power sooner or later, since it's filling my hand with non-Ally cards.


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

    Upgrade Ally 4. Trading in my Volcanic Storm for Shattertouch Shotel +2. Trade Amulet of Mighty Fists for Sun Falcon Pectoral loot. Starting location Mumia Lab.

    Lini wrote:

    Hand: Blessing of the Spellbound 1, Pteranodon, Shattertouch Shotel +2 Trader, Blessing of Milani, Binder's Tome, Channel the Gift,

    Displayed:
    Deck: 13 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.

    Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.

    Channel the Gift: Recharge to let any player search their deck for a spell.

    Location: Mumia Lab"
    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

    Belatedly upgrading Blessing B of the Gods into Blessing 3 of Gozreh
    Upgrading Spell 1 Frost Ray into Spell 4 Poison Blast
    Going to Hadden Hoppert. Trading Ally 2 Apprentice for Spell 3 Chain Lightning
    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 4 Poison Blast with Loot Spell B Remove Curse
    Starting at Altar of Wishes

    Hadden was out of breath when he caught up with Qualzar. "Special delivery! A few of the scorpion folk were impressed enough by Nefti's tales to offer their support."
    The sorcerer looked up from overseeing Nemsky, who was preparing some poison-filled whoopie cushions, and eagerly accepted the holy emblem. "Excellent, more and more are realizing the greatness of Qualzar the Force of Nature!" That triggered a thought. "Hm, hm. I wonder if a storm god might amplify the infinite lightning. Only one way to find out!" The gnome left his apprentice to finish up preparing the poison sacs as he rejoined the party at the altar.

    Qualzar wrote:

    Hand: Swipe, Cat, Scrying, Blessing of Gozreh, Surgeon, Tablet of Languages Lost, Blessing of Abadar,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Will go to Silver Forge on my turn (Swipe can autoclose)
    Ask before using: Blessing of Abadar (+1 die/+2 dice to defeat barrier); Blessing of Gozreh (+1 die/+2 dice to close location); Swipe (discard for -3 to combat difficulty); Scrying (discard to examine top 3 cards of any location, topdeck/bottomdeck chosen type, shuffle in rest)
    Can use without asking: Blessing if would recharge; Blessing to close; Blessing for Boon 4; Surgeon (recharge to 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) ([X] +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


    Posting the scenario start now as I'm about to head to bed. Cogsnap begins.

    Skizza is still absolutely free to trade for a card - I can work that out later, but most of the trades are done and an Item 3 trade would change very, very little. Skizza also may choose any starting 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:

  • After building the location decks, display the henchman Warrior Dolls next to a random location. At the end of each turn, display that henchman next to a random open location. When you are at a location with Warrior Dolls displayed next to it, you may add 1d6 to your checks to defeat monsters.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Sepid (Villain):
    Spoiler:

    Villain 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits.

    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.

    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

    Druj Nasu (Henchman):
    Spoiler:

    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.

    Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.

    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:
    Guecubu
    Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.

    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:
    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.

    Monster 4

    Spoiler:
    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.

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    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 2

    Spoiler:
    Stabbing Spear Staircase
    Barrier 1
    Traits: Obstacle Trap Piercing Elite
    To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    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:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 5

    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.

    Random Weapons:

    Weapon 1
    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 2

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

    Weapon 3

    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 4

    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 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:
    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 2

    Spoiler:
    Elemental Skin
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 3

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

    Spell 4

    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 5

    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.

    Random Armor:

    Armor 1
    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 2

    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 3

    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 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:
    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 2

    Spoiler:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Item 3

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

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

    Random Allies:

    Ally 1
    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 2

    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 3

    Spoiler:
    Stone Weasel
    Ally C
    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 4

    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 5

    Spoiler:
    Aunty
    Ally C
    Traits: Human Cleric
    To Acquire: Divine Charisma Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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 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 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 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

    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 Darago

    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 3 - Turn 3 Qualzar

    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 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 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 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 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.

    Blessings Deck Card 8 - Turn 8 Darago

    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 Qualzar

    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 10 - Turn 10 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 11 - Turn 11 Estra

    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 Cogsnap

    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 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 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 15 - Turn 15 Qualzar

    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 16 - Turn 16 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 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 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 19 - Turn 19 Lini

    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 20 - Turn 20 Darago

    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 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 22 - Turn 22 Skizza

    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 23 - Turn 23 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 24 - Turn 24 Cogsnap

    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 25 - Turn 25 Lini

    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 26 - Turn 26 Darago

    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 Qualzar

    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 28 - Turn 28 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 29 - Turn 29 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.

    Location #1: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    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.
    Alchemical Laboratory Card 2:
    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.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    Smoke Stick
    Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
    Alchemical Laboratory Card 6:
    Bird Feather Tokens
    Item 3
    Traits: Object Magic
    To Acquire: Intelligence Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
    Alchemical Laboratory 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.
    Alchemical Laboratory Card 8:
    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.
    Alchemical Laboratory Card 9:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Laboratory Card 10:
    Fireball Trap
    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Location #2: Mumia Lab
    At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, None

    Mumia Lab Card 1:
    Minnothet
    Ally 2
    Traits: Human Shopkeeper Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
    Mumia Lab Card 2:
    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.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
    Mumia Lab Card 5:
    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.
    Mumia Lab Card 6:
    Sepid
    Villain 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.
    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.
    Mumia Lab Card 7:
    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.
    Mumia Lab Card 8:
    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.
    Mumia Lab Card 9:
    Guecubu
    Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Mumia Lab Card 10:
    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.

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Silver Forge Card 1:
    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.
    Silver Forge Card 2:
    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.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    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.
    Silver Forge Card 5:
    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.
    Silver Forge 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.
    Silver Forge Card 7:
    Mummy
    Monster 4
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.
    Silver Forge Card 8:
    Mystic Silk Coat
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.
    Silver Forge Card 9:
    Rukh
    Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.
    Silver Forge Card 10:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Crypt
    At This Location (Open): Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY, None

    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 4:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.

    Location #5: 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: 1 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, None

    Vault of Hidden Wisdom Card 1:
    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.
    Vault of Hidden Wisdom Card 2:
    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.
    Vault of Hidden Wisdom Card 3:
    Detect Undead
    Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Vault of Hidden Wisdom Card 4:
    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.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    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.
    Vault of Hidden Wisdom Card 7:
    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.
    Vault of Hidden Wisdom Card 8:
    Sunrod
    Item 4
    Traits: Staff Attack Alchemical
    To Acquire: Strength Melee 10 OR Intelligence Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.
    Vault of Hidden Wisdom Card 9:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vault of Hidden Wisdom Card 10:
    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.

    Location #6: Catacombs
    At This Location (Open): For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: WARRIOR DOLLS DISPLAYED: +1d6 to checks to defeat monsters

    Catacombs Card 1:
    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 pro?cient with weapons, the dif?culty of this check is increased by 4.
    Catacombs Card 2:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    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.
    Catacombs Card 8:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Catacombs Card 9:
    Staff of Focus
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Catacombs Card 10:
    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.

    Location #7: Altar of Riddles
    At This Location (Open): At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Altar of Riddles Card 1:
    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.
    Altar of Riddles Card 2:
    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.
    Altar of Riddles Card 3:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 4:
    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.
    Altar of Riddles Card 5:
    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.
    Altar of Riddles Card 6:
    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.
    Altar of Riddles Card 7:
    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.

    Altar of Riddles Card 8:
    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.
    Altar of Riddles Card 9:
    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.
    Altar of Riddles 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 #8: Precious Mine
    At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Precious Mine Card 1:
    Potion of Energy Resistance
    Item B
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Precious Mine Card 2:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 3:
    Hand of the Guilty Man
    Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Precious Mine Card 4:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Precious Mine Card 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.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    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.
    Precious Mine Card 9:
    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.
    Precious Mine Card 10:
    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.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn, Blessing of Isis O'clock. Display Canteen.
    Since I'm starting at the Alter of Riddles, I'll choose blessing as it is the most common boon. Examine-Blessing of Maat! Hey, I got one! Draw it into hand.

    After managing to dodge away from the Giantess, Cogsnap manages to find himself BACK in the chamber of riddles.
    "Oh, great" he says rolling his eyes as a riddle forms on the alter.
    What is the strongest power in the world?
    "I am so surprised that's the riddle . . . Cogsnap says, exasperated and sarcastic. "I dunno-Feeling hashtagBlessed by friendship." he says.
    Correct, the answer is friendship. the alter spells out before a compartment in the side of the alter opens and a holy symbol of Maat pops out, clearly indicating the answer was supposed to be 'religion' or 'faith,' or something.
    "Huh . . ." muses Cogsnap as he pockets the item. "Well, time to see if there is anything here that'll help me fight a giant evil extraplanar lying giantess . . ." he says to himself as he starts looking around the chamber.
    Explore- Mace of Ruin
    Cogsnap finds an abandoned mace lying in the corner. It's huge and looks like it could be used to knock down walls. He gives one attempt at heaving it but immediately realizes he doesn't have the strength for it.
    Well, I cannot Make the check so it's automatically banished. Realizing that he cannot make use of the massive mace, Cogsnap gives up and takes a break, seeing as the Giantess seems to have not pursued him into this particular chamber for the time being.

    End Turn, reset hand.

    <Cogsnap> wrote:

    Hand: Remove Curse, Blessing of Maat-MM, Alkalai Flask, Blessing of the Elements-Beta, Alchemist's Shield , (Cleric of Nethys OR Clockwork Spy), Alchemist's Fire,

    Displayed: Canteen,
    Deck: 11 Discard: 0 Buried: 0
    Notes: As Detailed in Google hangouts, I seem to have accidentally not fully updated when I upgraded my clockwork spy to my Cleric of nethys and so up until recently my google sheets said Clockwork Spy, despite the fact that my physical deck (I keep a physical copy of this deck so I can quickly reference cards) had the cleric of nethys. I await proper ruling from Lord Yewstance.
    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 [X]+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)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([]+2) 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.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step

    The Exchange

    Deck Handler

    Skizza haggles with the trader and ends up lending one of his fellow gunslingers as a bodyguard to acquire the Bird Feather Tokens after hearing how lucky they were.

    "Hey! Better job than dealing with giant bugs..." he says leaving for the rest of the group...but he sees the giant and quickly slinks away to the alchemical labs.

    Traded Master Gunner for Bird Feather Tokens.
    Starting Location: Alchemical Lab.

    Skizza wrote:

    Hand: Blessing of Calistria, Dragon Pistol +1, Blessing of Alkenstar 2, Navigator Musket +1,

    Displayed: Poisoned Bullets, Dragonbreath Shot,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    During first turn displaying Dragonbreath Shot and Poisoned Bullets.


    Warrior Dolls movement: 1d8 ⇒ 2 -> MUMIA LAB

    Cogsnap may still attempt to make a check to acquire Mace of Ruin if he likes (in part because Skizza hadn't drawn his opening hand yet, and has a powerful blessing on offer, and also because Cogsnap did have a chance of success even without assistance).

    Other players should ignore it in the location deck; either it's banished or acquired either way.

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

    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:

  • After building the location decks, display the henchman Warrior Dolls next to a random location. At the end of each turn, display that henchman next to a random open location. When you are at a location with Warrior Dolls displayed next to it, you may add 1d6 to your checks to defeat monsters.
    =
    Additional Rules:
    Turn Order:
    1. Skizza
    2. Estra
    3. Cogsnap
    4. Lini
    5. Darago
    6. Qualzar
    =
    Story Banes:
    Sepid (Villain):
    Spoiler:

    Villain 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits.

    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.

    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

    Druj Nasu (Henchman):
    Spoiler:

    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.

    Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.

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


    Turn: 2, 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:
    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 2

    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 3

    Spoiler:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Monster 4

    Spoiler:
    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.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 2

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

    Barrier 3

    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 4

    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 5

    Spoiler:
    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.

    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:
    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 3

    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 pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 4

    Spoiler:
    Staff of Focus
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 5

    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.

    Random Spells:

    Spell 1
    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 2

    Spoiler:
    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.

    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:
    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 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:
    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 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:
    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:
    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.

    Armor 5

    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.

    Random Items:

    Item 1
    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 2

    Spoiler:
    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.

    Item 3

    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 4

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

    Item 5

    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.

    Random Allies:

    Ally 1
    Spoiler:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.

    Ally 2

    Spoiler:
    Giant Slug
    Ally B
    Traits: Animal Acid
    To Acquire: Wisdom Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Ally 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:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.

    Ally 5

    Spoiler:
    Aunty
    Ally C
    Traits: Human Cleric
    To Acquire: Divine Charisma Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

    Random Blessings:

    Blessing 1
    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 2

    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.

    Blessing 3

    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 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 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 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.

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

    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 2 - Turn 2 Qualzar

    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 3 - Turn 3 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 4 - Turn 4 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 5 - Turn 5 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 6 - Turn 6 Lini

    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.

    Blessings Deck Card 7 - Turn 7 Darago

    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 Qualzar

    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 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 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 11 - Turn 11 Cogsnap

    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 12 - Turn 12 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 13 - Turn 13 Darago

    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 14 - Turn 14 Qualzar

    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 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 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 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 18 - Turn 18 Lini

    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 19 - Turn 19 Darago

    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 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 21 - Turn 21 Skizza

    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 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 23 - Turn 23 Cogsnap

    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 Lini

    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 25 - Turn 25 Darago

    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 26 - Turn 26 Qualzar

    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 27 - Turn 27 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 28 - Turn 28 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.

    Location #1: Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    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.
    Alchemical Laboratory Card 2:
    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.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    Smoke Stick
    Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
    Alchemical Laboratory Card 6:
    Bird Feather Tokens
    Item 3
    Traits: Object Magic
    To Acquire: Intelligence Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
    Alchemical Laboratory 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.
    Alchemical Laboratory Card 8:
    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.
    Alchemical Laboratory Card 9:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Laboratory Card 10:
    Fireball Trap
    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Location #2: Mumia Lab
    At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, WARRIOR DOLLS DISPLAYED: +1d6 to checks to defeat monsters

    Mumia Lab Card 1:
    Minnothet
    Ally 2
    Traits: Human Shopkeeper Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
    Mumia Lab Card 2:
    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.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
    Mumia Lab Card 5:
    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.
    Mumia Lab Card 6:
    Sepid
    Villain 4
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.
    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.
    Mumia Lab Card 7:
    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.
    Mumia Lab Card 8:
    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.
    Mumia Lab Card 9:
    Guecubu
    Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Mumia Lab Card 10:
    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.

    Location #3: Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Silver Forge Card 1:
    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.
    Silver Forge Card 2:
    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.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    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.
    Silver Forge Card 5:
    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.
    Silver Forge 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.
    Silver Forge Card 7:
    Mummy
    Monster 4
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.
    Silver Forge Card 8:
    Mystic Silk Coat
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.
    Silver Forge Card 9:
    Rukh
    Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.
    Silver Forge Card 10:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 4:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.

    Location #5: 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: 1 ?: 1
    Located/Displayed Here: None

    Vault of Hidden Wisdom Card 1:
    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.
    Vault of Hidden Wisdom Card 2:
    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.
    Vault of Hidden Wisdom Card 3:
    Detect Undead
    Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Vault of Hidden Wisdom Card 4:
    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.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    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.
    Vault of Hidden Wisdom Card 7:
    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.
    Vault of Hidden Wisdom Card 8:
    Sunrod
    Item 4
    Traits: Staff Attack Alchemical
    To Acquire: Strength Melee 10 OR Intelligence Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.
    Vault of Hidden Wisdom Card 9:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vault of Hidden Wisdom Card 10:
    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.

    Location #6: Catacombs
    At This Location (Open): For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Catacombs Card 1:
    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 pro?cient with weapons, the dif?culty of this check is increased by 4.
    Catacombs Card 2:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    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.
    Catacombs Card 8:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Catacombs Card 9:
    Staff of Focus
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Catacombs Card 10:
    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.

    Location #7: Altar of Riddles
    At This Location (Open): At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, (Skip Mace of Ruin)

    Altar of Riddles Card 1 (Mace of Ruin):
    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.
    Altar of Riddles Card 2:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 3:
    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.
    Altar of Riddles Card 4:
    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.
    Altar of Riddles Card 5:
    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.
    Altar of Riddles Card 6:
    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.

    Altar of Riddles Card 7:
    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.
    Altar of Riddles Card 8:
    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.
    Altar of Riddles Card 9:
    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 #8: Precious Mine
    At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Precious Mine Card 1:
    Potion of Energy Resistance
    Item B
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Precious Mine Card 2:
    Druj Nasu
    Henchman 4
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits.
    Before you act, a character at your location summons and encounters the henchman Beheaded.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 3:
    Hand of the Guilty Man
    Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Precious Mine Card 4:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Precious Mine Card 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.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    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.
    Precious Mine Card 9:
    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.
    Precious Mine Card 10:
    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.

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