[ACG][Outpost I]JohnF's Season of Plundered Tombs Adventure 1: Serpents in the Deep

Game Master JohnF

Currently playing scenario 3-2E: Maybe You Saw This Coming


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Lone Shark Games

Rivani is prepared to scour this camp for Aspis documents.

Rivani

Hand: Sign of the Pack, Confusion, Hand Crossbow, BotGods, Sage, SotPack,
Deck: 9 Discard: 0 Buried: 1
Notes: Sign of the Pack blessing recharges against a blessing.

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (□ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.


Erasmus's Deck Handler

Erasmus walks into the market and approaches the stand of the famous smiths of Wati. He notices a strange, circular knife.

"I'll have this one here please"

Oloch takes the Chakram. He pays for it with his Arcane Missile (back to the box) and Hand Crossbow (buried).

I'm also ok with taking any turn. Here's my initiative roll:

Initiative: 1d1000 ⇒ 712

Erasmus chose "Weapon" for his favored card type.

Erasmus wrote:

Hand: Light Crossbow, Blessing of the Gods 3, Talisman Crafter, Blessing of the Gods 2, Mind Thrust, Spirit Relatives,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Notes: -Don't forget to keep an eye out for the top blessing if you want to use my BotG's
-Feel free to use my blessings if needed"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


Salim

Salim trades his Riding Horse and is granted the knowledge of a Cure spell. Feeling well prepared he heads for the Dilapidated Plaza.

Salim wrote:

Hand: The Melted Blade, Cure, Hand Crossbow, Dagger, Quartermaster,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed
at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location
Alchemical Laboratory and shuffle the henchmen Fire Spirit (proxy
for Aspis Analysis) and Conflagration (proxy for Aspis Agent) into it.
To win the scenario, close the location Alchemical Laboratory.

Aspis Agent:
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Aspis Analysis:
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Turn: 1 Erasmus/Akaitora

Top of Blessing Discard Pile: Blessing of Thoth

Top Blessing:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 2 (Turn 12 Korundo)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 3 (Turn 13 Rivani)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 14 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 15 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 16 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 17 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 8 (Turn 18 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 9 (Turn 19 Salim)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 110 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 111 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 112 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 13 (Turn 113 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 114 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 15 (Turn 115 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 16 (Turn 116 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

Blessings Deck Card 17 (Turn 117 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 18 (Turn 118 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 19 (Turn 119 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 120 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 21 (Turn 121 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 22 (Turn 122 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 23 (Turn 123 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 24 (Turn 124 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 25 (Turn 125 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, 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 26 (Turn 126 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 27 (Turn 127 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 28 (Turn 128 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 29 (Turn 129 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2

Smoking Den Card 1:
Hokey Pokey
Barrier P

Traits
Trap
Curse
Magic

Check
Dexterity
Charisma
10

Powers
If undefeated, shuffle a card into your location. Then examine and encounter the top card of your location. Then recharge 1d4 cards.
After you act, if you have no cards remaining in hand, 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 reaveals your character token, place it at your location and banish this card.

Smoking Den Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Smoking Den Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Smoking Den Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Smoking Den Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
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.

Smoking Den Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 7:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
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.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 11:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:2

Warehouse Card 1:
Llamallar Armor
Armor P

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Wisdom
Survival
6

Powers
Recharge this card to draw an ally that has the Animal trait from your discard pile.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence, Craft, or Survival 8 check to recharge this armor instead.
If you have the Craft or Survival skill, you may recharge this card during your turn.

Warehouse Card 2:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Warehouse Card 3:
Smoke Stick
Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

Powers
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.

Warehouse Card 4:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Warehouse Card 5:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Warehouse Card 6:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Warehouse Card 7:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Warehouse Card 8:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Warehouse Card 9:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse Card 10:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Warehouse Card 11:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:2
Located here: Korundo/Elinnea

Oasis Card 1:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Oasis Card 2:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Oasis Card 3:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Oasis Card 4:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Oasis Card 5:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
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.

Oasis Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Oasis Card 7:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis Card 8:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 9:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Oasis Card 10:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Oasis Card 11:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Caravanserai Card 1:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Caravanserai Card 2:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Caravanserai Card 3:
Unshakable Chill
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Caravanserai Card 4:
Crocodile Skin Helmet
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
6

Powers
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.

Caravanserai Card 5:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 6:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

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

Caravanserai Card 7:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Caravanserai Card 8:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Caravanserai Card 9:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Caravanserai Card 10:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 11:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:2
Located here: Salim/Deane

Dilapidated Plaza Card 1:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Dilapidated Plaza Card 2:
Shock Toad
Monster B

Traits
Animal
Electricity
Basic

Check
Combat
6

Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

Dilapidated Plaza Card 3:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Dilapidated Plaza Card 4:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 5:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Dilapidated Plaza Card 6:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Dilapidated Plaza Card 7:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Dilapidated Plaza Card 8:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Dilapidated Plaza Card 9:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Dilapidated Plaza Card 10:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Dilapidated Plaza Card 11:
Collapsing Scaffolding
Barrier B

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Erasmus's Deck Handler

I just realized I never specified where I was starting, but I was planning on being at the Warehouse, so I'll start my turn there.

While still in the market, Erasmus runs into her friend the Talisman Crafter. She gives Erasmus a good luck charm to take with him.

I'm playing my ally Talisman Crafter at the beginning of my turn. @GM, I'll need a random item from the box please.

Erasmus sees some suspicious looking guards up ahead. Have they been spotted so quickly? Erasmus doesn't want to take the chance and slinks into a nearby building, which turns out to be some sort of Warehouse.

Taking a moment to asses the situation, Erasmus realizes that this mission will require subterfuge and stealth, Baylock's specialties. He calls upon his Spirit Relatives to grant him guidance.

Erasmus will be displaying Spirit Relatives, putting the token on Dexterity which, as before, grants him Dexterity:Stealth and Dexterity: Disable, as well as giving him +1d4+1 on the aforementioned skills and all Dexterity checks.

Looking around the warehouse, he spots some Lamellar Armor. "Korundo would like this" he thinks, as he tries to determine whether he can grab the armor without making too much noise.

Wisdom: 1d8 ⇒ 2

"Too risky, let's move" - he hears a voice in his head say. He agrees. Erasmus calls for a Blessing of the Gods to keep going.

He turns a corner and finds a Hyena baring its teeth at him. "People around here have weird pets" - he thinks to himself as he readies his Light Crossbow and prepares to shoot.

Dexterity Combat DC 9: 2d8 + 1d4 + 2 ⇒ (4, 8) + (1) + 2 = 15

It's a direct hit. The beast falls silently and Erasmus carries on. He once more calls for a Blessing of the Gods to keep going.

Erasmus finds a box containing a peculiar looking stick. He tries to identify it.

Erasmus finds a Smoke Stick. This is an item 1. Should we put some blessings into trying to acquire it?


Deck handler

Korundo shakes his head and backs away from Haddern Hoppert, and then follows the rest of his allies along the trail leading to the Aspis camp. He spits into the sand at his feet at the sight of all those Aspis agents, but their mission is clear. He delays the unpleasant task of trying to sneak himself in there by stopping off at the oasis first.

Korundo wrote:

Hand: Giant Chameleon, Call Animal, Snow Leopard, Enchanted Fang, Crow

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Use the snow leopard for 1d4 on a combat check if you need it

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [ ]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.

I'm displaying the chameleon as the first turn begins.


Erasmus's Deck Handler

I'll use Rivani's Blessing of the Gods to improve my chances of obtaining the Smoke Stick

Intelligence DC 8: 2d8 ⇒ (1, 7) = 8

Erasmus finally remembers. This is a Smoke Stick! Just the kind of thing he needs for his stealthing mission.

He puts it away in his bag. He thinks he hears something up ahead so he hides in the shadows and waits patiently for his chance to continue exploring.

End of turn

Erasmus wrote:

Hand: Light Crossbow, Chakram, Sign of the Pack 2, Harrow Deck, Mind Thrust,

Displayed: Talisman Crafter, Spirit Relatives, Random Item,
Deck: 6 Discard: 2 Buried: 1
Notes: -Feel free to use my blessings if needed. Sign of the Pack recharges if used when trying to acquire a blessing
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Summoned Item:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter or ignore any power on a card when it is examined.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 2 Salim/Deane Bema

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 21 Korundo)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 2 (Turn 22 Rivani)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 23 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 4 (Turn 24 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 25 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 6 (Turn 26 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 27 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 8 (Turn 28 Salim)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 9 (Turn 29 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 210 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 211 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 12 (Turn 212 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 213 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 14 (Turn 214 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 15 (Turn 215 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

Blessings Deck Card 16 (Turn 216 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 17 (Turn 217 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 218 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 19 (Turn 219 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 220 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 21 (Turn 221 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 22 (Turn 222 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 23 (Turn 223 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 24 (Turn 224 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, 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 25 (Turn 225 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 26 (Turn 226 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 27 (Turn 227 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 28 (Turn 228 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2

Smoking Den Card 1:
Hokey Pokey
Barrier P

Traits
Trap
Curse
Magic

Check
Dexterity
Charisma
10

Powers
If undefeated, shuffle a card into your location. Then examine and encounter the top card of your location. Then recharge 1d4 cards.
After you act, if you have no cards remaining in hand, 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 reaveals your character token, place it at your location and banish this card.

Smoking Den Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Smoking Den Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Smoking Den Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Smoking Den Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
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.

Smoking Den Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 7:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
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.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 11:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Erasmus/Akaitora

Warehouse Card 1:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Warehouse Card 2:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Warehouse Card 3:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Warehouse Card 4:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Warehouse Card 5:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Warehouse Card 6:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse Card 7:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Warehouse Card 8:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:2
Located here: Korundo/Elinnea

Oasis Card 1:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Oasis Card 2:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Oasis Card 3:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Oasis Card 4:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Oasis Card 5:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
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.

Oasis Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Oasis Card 7:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis Card 8:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 9:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Oasis Card 10:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Oasis Card 11:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Caravanserai Card 1:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Caravanserai Card 2:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Caravanserai Card 3:
Unshakable Chill
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Caravanserai Card 4:
Crocodile Skin Helmet
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
6

Powers
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.

Caravanserai Card 5:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 6:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

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

Caravanserai Card 7:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Caravanserai Card 8:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Caravanserai Card 9:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Caravanserai Card 10:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 11:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:2
Located here: Salim/Deane

Dilapidated Plaza Card 1:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Dilapidated Plaza Card 2:
Shock Toad
Monster B

Traits
Animal
Electricity
Basic

Check
Combat
6

Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

Dilapidated Plaza Card 3:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Dilapidated Plaza Card 4:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 5:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Dilapidated Plaza Card 6:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Dilapidated Plaza Card 7:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Dilapidated Plaza Card 8:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Dilapidated Plaza Card 9:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Dilapidated Plaza Card 10:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Dilapidated Plaza Card 11:
Collapsing Scaffolding
Barrier B

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Salim

Since it may matter for reporting purposes, I should point out that my last name is Beman, not Bema.

Salim arrives at the Dilapitated Plaza and immediately encounters a friendly face, well friendly for a Dwarf anyway. After some conversation the Pahmet Clansman agrees to join Salim in exploring the Plaza further.

Charisma DC6: 1d8 + 2 ⇒ (6) + 2 = 8

The clansman takes point and explores the Plaza further. Blessing of the Ancients is the top card of the blessings discard pile: Recharging Clansman to explore again.

A shock toad jumps out of nowhere. Wielding The Melted Blade Salim and makes short work of creature. Take 1 Electricity Damage, Discard Dagger.

Combat DC6: 1d6 + 2d4 ⇒ (5) + (3, 1) = 9
Shuffle random card (Dagger) from discard to deck.

Discarding Quartermaster to explore again.

Salim encounters an Aspis Agent! While he could attempt to talk his way out of a fight he already has his blade drawn so he crosses swords with the foe...who is no match for Salim on this day.

Combat DC11: 1d6 + 2d4 ⇒ (6) + (4, 4) = 14

Its already been a busy morning. Salim stops to take a quick breather before moving on.

Shuffle random card (Quartermaster) from discard pile to deck.

Salim wrote:

Hand: The Melted Blade, Cure, Hand Crossbow, Blessing of the Gods A, Caltrop Bead,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 3 Korundo/Elinnea

Top of Blessing Discard Pile: Blessing of Thoth

Top Blessing:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 31 Rivani)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 32 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 33 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 4 (Turn 34 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 35 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 6 (Turn 36 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 37 Salim)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 38 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 39 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 310 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 11 (Turn 311 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 312 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 13 (Turn 313 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 14 (Turn 314 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

Blessings Deck Card 15 (Turn 315 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 16 (Turn 316 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 17 (Turn 317 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 318 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 319 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 20 (Turn 320 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 21 (Turn 321 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 22 (Turn 322 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 23 (Turn 323 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, 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 24 (Turn 324 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 25 (Turn 325 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 26 (Turn 326 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 27 (Turn 327 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2

Smoking Den Card 1:
Hokey Pokey
Barrier P

Traits
Trap
Curse
Magic

Check
Dexterity
Charisma
10

Powers
If undefeated, shuffle a card into your location. Then examine and encounter the top card of your location. Then recharge 1d4 cards.
After you act, if you have no cards remaining in hand, 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 reaveals your character token, place it at your location and banish this card.

Smoking Den Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Smoking Den Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Smoking Den Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Smoking Den Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
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.

Smoking Den Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 7:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
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.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 11:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Erasmus/Akaitora

Warehouse Card 1:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Warehouse Card 2:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Warehouse Card 3:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Warehouse Card 4:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Warehouse Card 5:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Warehouse Card 6:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse Card 7:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Warehouse Card 8:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:2
Located here: Korundo/Elinnea

Oasis Card 1:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Oasis Card 2:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Oasis Card 3:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Oasis Card 4:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Oasis Card 5:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
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.

Oasis Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Oasis Card 7:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis Card 8:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 9:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Oasis Card 10:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Oasis Card 11:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Caravanserai Card 1:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Caravanserai Card 2:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Caravanserai Card 3:
Unshakable Chill
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Caravanserai Card 4:
Crocodile Skin Helmet
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
6

Powers
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.

Caravanserai Card 5:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 6:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

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

Caravanserai Card 7:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Caravanserai Card 8:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Caravanserai Card 9:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Caravanserai Card 10:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 11:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Salim/Deane

Dilapidated Plaza Card 1:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 2:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Dilapidated Plaza Card 3:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Dilapidated Plaza Card 4:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Dilapidated Plaza Card 5:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Dilapidated Plaza Card 6:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Dilapidated Plaza Card 7:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Dilapidated Plaza Card 8:
Collapsing Scaffolding
Barrier B

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Deck handler

Korundo takes a lesson from the very large chameleon at his side, as they lurk around the edges of the oasis, trying not to be seen. Giant Chameleon displayed. At the start of this turn, also setting my temporary power to hand size 5.

He approaches warily and catches sight of a spell scroll lying amid a stack of other rolled parchments.

Augury:
Spell B
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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


Divine 6: 1d8 + 4 ⇒ (1) + 4 = 5 urk
He can't quite make out the cramped handwriting, so he leaves it behind for someone else to mess around with. There's a crow flapping noisily around his head and cawing incessantly, so he sends it ahead to do something useful by scouting before it gives him away. (Discard Crow to explore)

Shrieking Plant:
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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


Unfortunately, the crow bumps into a plant that starts letting out a wailing noise. Korundo approaches quickly to try to cut off the thing at the roots before it has a chance to wind itself up.

Pause for me to check something briefly...


Deck handler

Ok part 2, sorry for the delay

Survival 8: 1d8 + 3 ⇒ (7) + 3 = 10

He takes a whack at the plant and it quiets down before managing to call over everyone in the area. With a heavy sigh Korundo sits down to rest for a bit.

End of turn and hand reset

Korundo wrote:

Hand: Blessing of the Ancients, Call Animal, Snow Leopard, Enchanted Fang, Longspear

Displayed: Giant Chameleon
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing is available if needed

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [T]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.

Lone Shark Games

Abadar blesses me this day. Let's see what I can find among their caravan supplies.

Hmm, a blowgun might prove a useful backup weapon:
Know 5: 1d12 + 3 ⇒ (6) + 3 = 9

Let's see if I can find a Sign of anything else. Uhoh, here comes an Aspis Agent. I'll use this blowgun I just found on him. Hopefully the Aspis Consortium uses sleep darts. (Recharge it)
Combat 11: 1d12 + 3 + 1d4 + 1d6 ⇒ (12) + 3 + (3) + (3) = 21 He's certainly not moving afterwards. I'm sure it was non-lethal. I shall move right along, though.

Rivani

Hand: Hand Crossbow, Sign of the Pack, Sage, Inflict Pain, Blessing of the Gods, Elemental Treaty,
Deck: 7 Discard: 2 Buried: 1

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (□ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.


Erasmus's Deck Handler

At the beginning of his turn, Erasmus chooses Item to recharge his Smokestick, giving himself +1 to all his checks this turn.

Erasmus continues his exploration of the Warehouse. He stumbles upon a Shock Elemental, and it doesn't look friendly. He readies his Light Crossbow:

Combat Dexterity DC 11: 2d8 + 1d4 + 2 ⇒ (3, 6) + (2) + 2 = 13

The elemental dissipates...for now.

Erasmus uses his Sign of the Pack to explore again.

Erasmus runs into a Pahmet Clansman. He tries to talk to him into helping him find the Aspis documents he's looking for.

Charisma DC 6: 1d10 + 1 ⇒ (2) + 1 = 3

The man decides not to join Erasmus. Erasmus takes a moment to explore his options.

End of turn

Erasmus wrote:

Hand: Light Crossbow, Chakram, Stalking Armor, Blessing of the Gods 1, Mind Thrust,

Displayed: Talisman Crafter, Spirit Relatives, Ring of Rejection,
Deck: 6 Discard: 3 Buried: 1
Notes: -Feel free to use my blessings if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 6 Salim/Deane Beman

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 61 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 62 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 63 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 4 (Turn 64 Salim)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 5 (Turn 65 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 66 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 7 (Turn 67 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 8 (Turn 68 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 69 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 10 (Turn 610 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 11 (Turn 611 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

Blessings Deck Card 12 (Turn 612 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 13 (Turn 613 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 614 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 15 (Turn 615 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 16 (Turn 616 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 17 (Turn 617 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 618 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 19 (Turn 619 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 20 (Turn 620 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, 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 621 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 22 (Turn 622 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 23 (Turn 623 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 24 (Turn 624 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2

Smoking Den Card 1:
Hokey Pokey
Barrier P

Traits
Trap
Curse
Magic

Check
Dexterity
Charisma
10

Powers
If undefeated, shuffle a card into your location. Then examine and encounter the top card of your location. Then recharge 1d4 cards.
After you act, if you have no cards remaining in hand, 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 reaveals your character token, place it at your location and banish this card.

Smoking Den Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Smoking Den Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Smoking Den Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Smoking Den Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
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.

Smoking Den Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 7:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
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.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 11:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Erasmus/Akaitora

Warehouse Card 1:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Warehouse Card 2:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Warehouse Card 3:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Warehouse Card 4:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse Card 5:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Warehouse Card 6:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:2
Located here: Korundo/Elinnea

Oasis Card 1:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Oasis Card 2:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Oasis Card 3:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
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.

Oasis Card 4:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Oasis Card 5:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis Card 6:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 7:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Oasis Card 8:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Oasis Card 9:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Caravanserai Card 1:
Unshakable Chill
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Caravanserai Card 2:
Crocodile Skin Helmet
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
6

Powers
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.

Caravanserai Card 3:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 4:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

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

Caravanserai Card 5:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Caravanserai Card 6:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Caravanserai Card 7:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Caravanserai Card 8:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 9:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Salim/Deane

Dilapidated Plaza Card 1:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 2:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Dilapidated Plaza Card 3:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Dilapidated Plaza Card 4:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Dilapidated Plaza Card 5:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Dilapidated Plaza Card 6:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Dilapidated Plaza Card 7:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Dilapidated Plaza Card 8:
Collapsing Scaffolding
Barrier B

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Salim

Salim has actually become comfortable at the Dilapidated Plaza. Its been pretty quiet ever since he killed the Aspis Agent. His new Dwarven friend seems to have wandered off for the time being. "I wonder where he got off to..and when he plans to return. Hey now, what's this?" Salim finds a cache of papers on the ground...could this be what he's been sent here to find? "They're written in some sort of code...let's see if I can figure this out."

Knowledge DC5: 1d6 + 2 ⇒ (5) + 2 = 7

"Eureka!" Salim shouts a bit too loudly.

Roll to acquire Sands of Time, Discard Blessing of the Gods: Intelligence DC8: 2d6 ⇒ (1, 6) = 7 Failed
Roll to Close Location: Diplomacy DC6: 1d8 + 2 ⇒ (8) + 2 = 10 Success

Salim wrote:

Hand: The Melted Blade, Cure, Hand Crossbow, Blood Periapt, Caltrop Bead,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Summoned Spell:
Sands of Time
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.


Salim

Among the Aspis Documents Salim discovers a scroll of some kind; try as he might he can't make heads nor tails of it. Satisfied that he has wrapped up his business in the plaza he packs up and prepares to move on.


Erasmus's Deck Handler

Maybe I'm confused, but I was reading the effect of Aspis Analysis as "summon a spell after defeating this, if you acquire it, you can then attempt to close the location the barrier came from". Is this not correct?


Salim

If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

I read it as the check to close happening after the check to acquire the spell takes place (whether or not the check to acquire was successful.)

Lone Shark Games

Deane has it right; the spell is just an extra possible benefit, not a requirement.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

@Deane: So - are you going to attempt the closing check or not?


Erasmus's Deck Handler

He already did. It's just he edited his original post to include both the acquire and close checks. He succeeded.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Ah. Missed that. (I tend to read posts linearly). Thanks!

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Note:
For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Turn: 7 Korundo/Elinnea

Top of Blessing Discard Pile: Blessing of Pharasma

Top Blessing:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 71 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 2 (Turn 72 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 73 Salim)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 74 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 75 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 76 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 7 (Turn 77 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 8 (Turn 78 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 9 (Turn 79 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 10 (Turn 710 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

Blessings Deck Card 11 (Turn 711 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 12 (Turn 712 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 713 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 714 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 15 (Turn 715 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 16 (Turn 716 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 17 (Turn 717 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 718 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 19 (Turn 719 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, 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 20 (Turn 720 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 21 (Turn 721 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 22 (Turn 722 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 23 (Turn 723 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2

Smoking Den Card 1:
Hokey Pokey
Barrier P

Traits
Trap
Curse
Magic

Check
Dexterity
Charisma
10

Powers
If undefeated, shuffle a card into your location. Then examine and encounter the top card of your location. Then recharge 1d4 cards.
After you act, if you have no cards remaining in hand, 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 reaveals your character token, place it at your location and banish this card.

Smoking Den Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Smoking Den Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Smoking Den Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Smoking Den Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
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.

Smoking Den Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 7:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
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.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 11:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Erasmus/Akaitora

Warehouse Card 1:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Warehouse Card 2:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Warehouse Card 3:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Warehouse Card 4:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse Card 5:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Warehouse Card 6:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:2
Located here: Korundo/Elinnea

Oasis Card 1:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Oasis Card 2:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Oasis Card 3:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
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.

Oasis Card 4:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Oasis Card 5:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis Card 6:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 7:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Oasis Card 8:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Oasis Card 9:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Caravanserai Card 1:
Unshakable Chill
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Caravanserai Card 2:
Crocodile Skin Helmet
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
6

Powers
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.

Caravanserai Card 3:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 4:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

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

Caravanserai Card 5:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Caravanserai Card 6:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Caravanserai Card 7:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Caravanserai Card 8:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 9:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Deane

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Deck handler

Having rested enough, Korundo gets up to look around some more.

Anubis Staff:
Item 1
Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.


Divine 6: 1d8 + 4 ⇒ (5) + 4 = 9
His eye catches on a staff with the head of a jackal on top. Intrigued, he picks it up, and notices that it has magical properties. "An interesting god, this Anubis. I think I'll hold onto this." He goes poking around in the shrubbery around the oasis, wondering if there are any useful critters that can be flushed out. (Casting Call Animal)

Recharge Divine 6: 1d8 + 4 ⇒ (7) + 4 = 11 Recharged, and I'm drawing a Vulture

While he's poking around in the shrubbery, a large bird lands heavily behind him. Korundo turns around and commands it, "You. Watch my back. Attack anything that goes after me." With that standing order, he continues making his way around the edge of the oasis. Discarding blessing of the ancients to examine and then explore

Blessing of Abadar:
Blessing B
Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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


I auto-acquire a Divine 5. Discarding it to explore again

Caryatid Column:
Monster 1
Traits
Construct
Elite

Check
Combat
10

Powers
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.

Feeling particularly blessed by how well his trip around the oasis has been going so far, Korundo almost doesn't notice when the statue that he's walking past suddenly starts to move, and reaches out to attack him. Luckily, the vulture correctly interprets it as a threat and moves to counterattack. Korundo notices just in time and adds a magical strength to the bird's talons. He commands the leopard at his side to leap into action, not quickly enough to attack but enough to provide a flanking maneuver for the vulture.

Casting Enchanted Fang to add 1d4, recharging Snow Leopard to add 1d4, and then using Survival + 1d6 to attack
Survival/Combat 12: 1d8 + 1d6 + 2d4 + 3 ⇒ (5) + (5) + (3, 1) + 3 = 17
Recharge Enchanted Fang Divine 7: 1d8 + 4 ⇒ (2) + 4 = 6 Discarded

The column crumbles into small chunks under the combined attack, and Korundo pauses to collect himself and appease the vulture by offering it a scrap of dried meat he had in his pocket.

End of turn

Korundo wrote:

Hand: Blessing of the Gods, Vulture, Crocodile Skin Armor, Longspear, Anubis Staff

Displayed: Giant Chameleon
Deck: 8 Discard: 4 Buried: 0
Notes:

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [T]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.

Lone Shark Games

Rivani continues to pilfer the Aspis caravan, hoping the Agent's snores don't draw anyone over.

Hmm, this scroll looks interesting. Arcane 6: 1d12 + 3 ⇒ (10) + 3 = 13 Ah, yes, Unshakable Chill. Strange that such an excellent cold magic would be found in such a hot place.

God, guide me further. Perhaps to some useful items.
Or a strange helmet made of crocodile skin. Hmm. Con 6: 1d6 ⇒ 4 No, I doubt that would fit me.

Hmm. I suppose I should make a treaty with the local elementals here if I'm going to stay here longer. (Display Elemental Treaty at the Caravanserai)

Rivani

Hand: Hand Crossbow, Sign of the Pack, Sage, Inflict Pain, Unshakable Chill, Acid Jet,
Deck: 6 Discard: 3 Buried: 1
Displayed: Elemental Treaty,

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (□ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

With all this magical power at my command, I feel compelled to search somewhere with some monsters soon.


Erasmus's Deck Handler

At the beginning of his turn, Erasmus chooses "Spell" to recharge Mind Thrust, giving himself +1 to all his checks during this turn.

Erasmus looks in the nearby boxes, searching to see if he can find the documents he's looking for or if at least he can figure out what the Aspis dealings are in this camp.

He's suddenly covered in insects. It's an Ubashki Swarm! He readies his crossbow and aims at a nearby lamp.

Combat Dexterity DC 8: 2d8 + 1d4 + 3 ⇒ (5, 6) + (3) + 3 = 17

Combat Dexterity DC 8: 2d8 + 1d4 + 3 ⇒ (2, 1) + (3) + 3 = 9

Erasmus notices a few of the bugs starting to crawl under his skin. Baylock takes over to take care of the bug.

Using Erasmus' power to bury his Chakram to add 1d4 to my second check after the roll:

Adding to last comabat check: 1d4 ⇒ 3

Baylock manages to get rid of the bugs with some quick knife-work, preventing the bugs from infecting him with mummy rot or whatever other horrible disease they carried.

Erasmus asks the gods for courage to keep searching the boxes. Apparently he's been making too much noise, since an Aspis Agent shows up to investigate. Erasmus takes adantage of his Stalking Armor to move silently into a hiding position:

Stealth DC 8: 1d8 + 1d4 + 5 ⇒ (1) + (4) + 5 = 10

He hides successfully. The Aspis Agent shrugs and leaves the room, allowing Erasmus to search again. In this box, he finds a few bottles containing alchemical reagents, he tries to identify them:

Intelligence DC 5: 1d8 ⇒ 1

Erasmus encountered a bottle of Flash Freeze but he fails to acquire it. I'll end my turn here. After recharging, at the start of Salim's, I will use my conch shell for its power to look at the top card of the Smoking Den. I find a Hokey Pokey trap, beware everyone!

Check to recharge conch shell, revealing Stalking armor: 1d8 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11

Erasmus wrote:

Hand: Light Crossbow, Planchette, Stalking Armor, Sign of the Pack 1,

Displayed: Talisman Crafter, Ring of Rejection,
Deck: 6 Discard: 4 Buried: 2
"Notes: -You can use my blessings to defeat henchmen or close locations, or you can ask me if you need it for something else.
-Spirit Relatives is on Baylock, giving Erasmus Dexterity:Stealth, Dexterity:Disable and 1d4+1 on checks using Dexterity and the aforementioned skills."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 10 Salim/Deane Beman

Top of Blessing Discard Pile: Blessing of Nethys

Top Blessing:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 101 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 102 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 103 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 4 (Turn 104 Salim)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 105 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 6 (Turn 106 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 107 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

Blessings Deck Card 8 (Turn 108 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 9 (Turn 109 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 1010 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 1011 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 12 (Turn 1012 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 13 (Turn 1013 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 1014 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 15 (Turn 1015 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 16 (Turn 1016 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, 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 1017 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 18 (Turn 1018 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 1019 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 20 (Turn 1020 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2

Smoking Den Card 1 - Hokey Pokey:
Hokey Pokey
Barrier P

Traits
Trap
Curse
Magic

Check
Dexterity
Charisma
10

Powers
If undefeated, shuffle a card into your location. Then examine and encounter the top card of your location. Then recharge 1d4 cards.
After you act, if you have no cards remaining in hand, 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 reaveals your character token, place it at your location and banish this card.

Smoking Den Card 2:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Smoking Den Card 3:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Smoking Den Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Smoking Den Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
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.

Smoking Den Card 6:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 7:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
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.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 11:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Erasmus/Akaitora

Warehouse Card 1:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Warehouse Card 2:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Warehouse Card 3:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
Located here: Korundo/Elinnea

Oasis Card 1:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Oasis Card 2:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis Card 3:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 4:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Oasis Card 5:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Oasis Card 6:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Caravanserai Card 1:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 2:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

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

Caravanserai Card 3:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Caravanserai Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Caravanserai Card 5:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
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.

Caravanserai Card 6:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 7:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Deane

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Salim

As Salim prepares to head for The Smoking Den he hears Erasmus’s voice in his head warning him of a trap that’s been set there. ”The Hokey Pokey...so that’s what it’s all about!”

An auto fail for me at this moment, but if someone can spare a blessing I have a decent shot of succeeding.


Erasmus's Deck Handler

It would still be almost a 50/50 shot with a blessing, so it's a bit risky. With 2 blessings we get a much better chance (something like 85%) but I don't know if we want to commit so many resources. What does everyone else think?


I'd prefer to commit more resources than not, if we want to do it now. That said, we could always wait until we have the right allies or blessings to overcome it, and work on other places in the meantime.


Salim

Deciding that discretion is the better part of valor, Salim moves avoids the obviously trapped Smoking Den...because if you put your right hand in its imporant that you are able to take your right hand out. And shake it all about.

Salim joins Erasmus at the Warehouse to see if he can continue the fine work that has already been started. Immediately upon walking in he trips over a box and papers fly everywhere. As luck would have it he falls face first into the very plans he's looking for!

Knowledge DC 5: 1d6 + 2 ⇒ (6) + 2 = 8

"There appears to be some magical writing on this sheet of paper..."

Check to Close:
Dexterity DC6: 1d8 + 1 ⇒ (6) + 1 = 7

Salim wrote:

Hand: The Melted Blade, Cure, Hand Crossbow, Blood Periapt, Caltrop Bead,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.


Erasmus's Deck Handler

And you'll be needing a random spell to try and acquire, right?


Salim

I tried to RP that bit (in italics).

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Summoned Spell:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

As you closed the Warehouse you also get to summon and acquire a weapon, armor, or item.

I think that it's your choice of what sort of boon, but randomly chosen from the box. It says 'summon and acquire', not 'summon and encounter', so presumably there's no check involved.

@Keith: Have I got that right?


Salim

An auto-fail for me on acquiring the spell; and for my boon I'll choose an item and hope its something that will help me with these spell checks in the future. Once I find out whether I need to make a check to acquire or not I'll reconcile my hand.

Lone Shark Games

JohnF wrote:

I think that it's your choice of what sort of boon, but randomly chosen from the box. It says 'summon and acquire', not 'summon and encounter', so presumably there's no check involved.

@Keith: Have I got that right?

You are not the first to wonder about that wording; it actually has been FAQ'd:

So, yes, you pick the type and get a random one from the box, but you have to attempt to acquire it.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Summoned Item:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter or ignore any power on a card when it is examined.

So you do have to attempt to acquire it. I don't think you'll have too much difficulty, though ...


Salim

Salim finds an old, rusted ring at the bottom of a water logged box. He tosses it aside.

Con DC1: 1d8 ⇒ 3
Discard The Ring of Rejection to bring hand size down to 5.

Salim wrote:

Hand: The Melted Blade, Cure, Hand Crossbow, Blood Periapt, Caltrop Bead,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.


Deck handler

After giving to the vulture the last of the meat scraps he has with him, Korundo quietly looks around him and continues on his lap around the oasis.

Aspis Agent:

Henchman Monster 1
Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.


Behind the next tree, he sees an agent of Aspis, lying down and taking a rest in the cool shade. Korundo considers hanging back and trying to sneak around, but concludes that walking up and taking the man out is by far the easiest route. As long as he doesn't survive to go tell anyone that he saw me, it's fine, right? He pulls out his longspear and stabs at the drowsy agent.

Combat 11: 1d10 + 1d8 + 2 ⇒ (3) + (7) + 2 = 12

The weapon strikes true, and now there's one fewer agent wandering around. Discard the blessing to explore again

Stone Weasel:

Ally C
Traits
Animal
Elemental

Check
Wisdom
Survival
6

Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.


There's something going on with the rocks around here, because after destroying a living statue, now Korundo catches sight of a weasel made of stone. He approaches to convince the creature that it should be serving him instead of running free.

Survival 6: 1d8 + 3 ⇒ (2) + 3 = 5
Unfortunately the weasel is not quite convinced, and it takes off, moving surprisingly quickly for an animal of stone. Maybe I should have saved some of that meat.

End of turn

Korundo wrote:

Hand: Compass, Vulture, Crocodile Skin Armor, Longspear, Anubis Staff

Displayed: Giant Chameleon
Deck: 7 Discard: 5 Buried: 0
Notes:

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [ T ]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.


Rivani hasn't managed to find an item yet, so wanders off to the Oasis in the hopes of being able to either find something to analyze or a monster.

Almost immediately, she encounters some strange text. "Finally, something I'm actually good at."

Rivani reflects on the teaching of her Sage friend as she easily deciphers the Aspis Analysis, and further hopes to decipher a good spell.
Know 5: 1d12 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14

OOC: I'll recharge either the new spell, Acid Jet, or Unshakable Chill, but I'll definitely close.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Sorry - hadn't noticed Keith was waiting for a spell
(the last 48 hours have been kind of crazy around here)

Summoned Spell:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

I'll try to post an updated game status post shortly.

P.S. @Keith: How do you manage to influence the random number generator?

Liberty's Edge

Male Half-Orc Harrower

I have just noticed that all the random spells have been Stoneskin and both random items were Rings of Rejection, it looks like there's something fishy going on with the RNG.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Hmm. We'll have to wait for Tyler to take a look at that.

In the meantime:

A Different Summoned Spell:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Lone Shark Games

So... Holy Light? Wis 6: 1d8 ⇒ 4 (if Stone Skin, I'll use Arcane and probably add an extra 1d4 :)

Okay, and I'll recharge Acid Jet to close the Oasis.

Rivani

Hand: Hand Crossbow, Sign of the Pack, Inflict Pain, Unshakable Chill, Conch Shell, Cure,
Deck: 6 Discard: 3 Buried: 1
Displayed: Elemental Treaty,

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (□ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Rivani is prepared - or at least able - to close the Caravanserai now, and will head back there shortly.


Erasmus's Deck Handler

At the beginning of his turn, Erasmus chooses "Item" to recharge his Planchette, giving himself +1 to all his checks this turn.

Erasmus follows his vision about the Hokey Pokey to the nearby Smoking den. The trap is protecting a back entrance he and his companions can use to infiltrate the establishment. He gets to work in disabling it, with Baylock guiding his actions:

Dexterity DC 10: 1d8 + 1d4 + 3 ⇒ (3) + (2) + 3 = 8

A slip of his hand and he is suddenly about to trigger the trap. Erasmus allows Baylock to gain influence over him to attempt to quickly disable it before its too late!

I use Erasmus power to bury my Stalking Armor and 1d4 to my check after the roll

Adding to previous check: 1d4 ⇒ 3

Baylock's quick instincts manage to cut the appropriate string in the flash of an eye and Erasmus has successfully disabled the trap. He looks out the window and sees the Sign of the Pack. It inspires him to keep going.

From a nearby wall, a Scarab Swarm comes out to threaten Erasmus. He takes out his crossbow and prepares to fight:

Combat Dexterity DC 8: 1d8 + 1d4 + 2 ⇒ (6) + (3) + 2 = 11

He kills a number of them, but most manage to escape. Exhausted by the encounter with the bugs and fearing that someone might have heard him, he stops to take in his surroundings.

Since I didn't defeat the scarab swarm by 4 or more, it is shuffled back into the location. I'll end my turn. On the other hand: does anyone have healing? I'm burning out very quickly!

@GM, I'm having problems with my deck handler. The "draw" box isn't working anymore. Has this happened to you before? Got any tips?

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Tyler can probably answer more definitively, but I have once seen something like that.

If you delete the contents of the blue box where the "Draw" results are displayed, it will stop working. You need to replace the formula in that cell. On Deck Handler v3.0 the correct formula is =if(G1,R2,"")

If that's not your problem, you'll have to wait for Tyler

Lone Shark Games

Try putting something (like the number 1) into the yellow box G2 right next to it.

Also, it looks like the entire contents of your deck might be in your recharge column. You aren't kidding about needing a heal!


Erasmus's Deck Handler

I was able to fix it. It was a formula issue as JohnF pointed out. Thanks for the help!

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