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(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.)
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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.
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.
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.
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.
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.
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.
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.
...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.
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.
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:
[ ] [ ] 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.
Die Bumps remaining: 2

BR Yewstance |

During This Adventure:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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.
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.
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.
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.
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
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
Monster 1
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
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
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
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
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Barrier 1
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
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
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
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
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.
Weapon 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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Lini
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
Barrier C
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier 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.
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.
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.
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
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.
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.
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.
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 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 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.
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.
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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.
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.
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.
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.
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.
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.
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.
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,
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
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.
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.
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.
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.
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.
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.
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.
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.
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
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)
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.

Cogsnap-VampByDay |

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.
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:
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

RotRL Lini |

Blessing of the Elements in effect.
Lini continues through the Stonework Passages hoping to avoid the golem.
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.
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.
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.
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:
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>

AAUGHWHY's PFSACG Darago |

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
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:
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.

Qualzar-EmpTyger |

Blessing 3: Ancients o'clock
Moving to Stonework Passages
Exploring Stonework Passages 4: Caryatid Column
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
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."
Hand: Allying Dart +1,
Displayed: Mist Horn,Surgeon,Apprentice, Scrying, Blessing of Pharasma B, Tablet of Languages Lost, Elemental Treaty,
Deck: 75Discard: 45Buried: 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)
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

BR Yewstance |

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:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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.
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.
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.
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.
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
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Estra
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
Barrier C
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier 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.
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.
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.
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
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.
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.
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.
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 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 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.
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.
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.

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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.
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:

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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.
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.
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/)
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.
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.)
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.
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).
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:
[ ] [ ] 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.
Die Bumps remaining: 2

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

Cogsnap-VampByDay |

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.
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:
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

RotRL Lini |

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."
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."
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:
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>

AAUGHWHY's PFSACG Darago |

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
Hand: Fire Snake, Volcanic Storm, Mask of the Forgotten Pharaoh,
Displayed: Curse of Fevered Dreams,
Deck: 15 Discard: 4 Buried: 1
Notes:
Sideboard cards:
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.

Qualzar-EmpTyger |

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

BR Yewstance |

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:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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.
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.
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.
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.
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
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Estra
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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 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 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.
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.
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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:
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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
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.
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.
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.
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.

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Off-turn. Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (1) + 1 = 2 cards.
Star of Turn. Reveal Tetisurah to reset hand.
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
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.
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:

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Off-turn. Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (2) + 1 = 3 cards.
Star of Turn. Reveal Tetisurah to reset hand.
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 ⇒ 4Discard 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.
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:

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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.
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:

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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.
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.
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.
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.
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.
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:
[ ] [ ] 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.
Die Bumps remaining: 1
Lini is healed 2 cards.
Scorched Obelisk is closed.
Estra used a die bump, and is down to 1.

BR Yewstance |

During This Adventure:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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.
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.
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.
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.
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
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Lini
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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:
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)
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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
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.
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.
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.
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.

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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.)
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. :(

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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.
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.
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:
[ ] [ ] 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.
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.

Cogsnap-VampByDay |

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.
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:
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

Qualzar-EmpTyger |

(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.
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:
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

RotRL Lini |

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.
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.
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:
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>

AAUGHWHY's PFSACG Darago |

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!
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:
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.

RotRL Lini |

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

Qualzar-EmpTyger |

Blessing 3: Ancients o'clock
Exploring Silver Forge 1: Fate Blade
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
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
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
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.
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.
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.
Hand:
Displayed: Elemental Treaty,Surgeon,Swipe, Mist Horn,Scrying,Apprentice, Tablet of Languages Lost, Dimension Leap,
Deck: 20Discard: 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)
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

BR Yewstance |

Nice turns all!
=====================
During This Adventure:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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.
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.
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.
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.
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
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Estra
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
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
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
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
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
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
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
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)
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.
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.
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.
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.
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:
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)
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.
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.
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.
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)
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.
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
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.
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.
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.

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Reveal Tetisurah to Reset Hand.
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.
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:

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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).
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.
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.
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 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).
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!

RotRL Lini |

Lini begins constructing barriers in the Stone Passages.
Survival 6 +4 revealing Crow: 1d10 + 1d4 + 9 ⇒ (1) + (1) + 9 = 11

Qualzar-EmpTyger |

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

Cogsnap-VampByDay |

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

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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!
Hand: Codex of Conversations, Valet, Akhentepi's Armor,
Displayed: Hypercognition, Sands of Time,
Deck: 9 Discard: 8 Buried: 3
Notes:

BR Yewstance |

COMPLETED SCENARIO 3-4C: THE CHOKED TUNNEL
SCENARIO REWARD:
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.
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.
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...
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.
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.
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)
TIER REWARD:
CONVENTION REWARD APPLIES:
□ □ □ □ 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.
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)

BR Yewstance |

So there's a bit more here than usual, so I'll simplify things. Here's what I need from each player for now...
The beginning of the next scenario will be posted tomorrow (within 12 hours from now), so that players may choose Traders then.

BR Yewstance |

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:
VILLAIN:
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:
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.

BR Yewstance |

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:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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

AAUGHWHY's PFSACG Darago |

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.
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!
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:
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.

Cogsnap-VampByDay |

I'll start at the alter like last time.
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 []+3Dexterity 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

BR Yewstance |

Cogsnap's Trader (Falsin Deek/Auction House): 1d2 ⇒ 2
Smiths of Wati (Lini):
Weapon 4
Traits: Scythe Melee Slashing Finesse Magic
To Acquire: Strength Melee Wisdom Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
Weapon 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):
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 3
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):
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.
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):
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.
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.
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.
=====

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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.
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.

RotRL Lini |

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.
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:
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>

Qualzar-EmpTyger |

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.
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)
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

BR Yewstance |

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:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Lini
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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 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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 3
Traits: Undead
To Defeat: Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
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
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.
Weapon 1
Traits: Sword Melee Slashing Cold Magic Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon 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.
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.
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.
Monster 4
Traits: Construct
To Defeat: Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster 4
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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 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.
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.
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.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

Cogsnap-VampByDay |

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.
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:
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

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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.
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.

BR Yewstance |

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:
During This Scenario:
=
Additional Rules:
2. Estra
3. Cogsnap
4. Lini
5. Darago
6. Qualzar
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.
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
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
Monster 1
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
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
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
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
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.
Barrier 1
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
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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
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
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
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
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.
Item 1
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
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
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
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
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.
Ally 1
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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Darago
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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 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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 3
Traits: Undead
To Defeat: Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
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
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.
Weapon 1
Traits: Sword Melee Slashing Cold Magic Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon 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.
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.
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.
Monster 4
Traits: Construct
To Defeat: Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster 4
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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 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.
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.
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.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
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.
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)
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.
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.
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.
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.
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 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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.