[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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Erasmus's Deck Handler

Ok! I've been having a couple crazy days at work, so I'll keep my turn simple. My hand didn't contain any extra exploration, so I'll just recharge the Soul Stimulant at the beginning of my turn to give myself +2 to all checks.

I then explore to defeat the burning tar Perception DC 6, which is automatically defeated with a 1d8+1d4+7. Second Law has already been banished, so no need to worry about overshooting.

I then end my turn.

Erasmus wrote:

Hand: Sign of the Lantern Bearer, Talisman Crafter, Spear of the Watchful Guardian, Shrunken Head, Crystal Mail, Force Missile,

Displayed: Spirit Relatives, Curse of Vulnerability,
Deck: 9 Discard: 3 Buried: 0
"Notes: -Spirit Relatives' token is on Veldira, giving Erasmus the skill Divine: Wisdom, and boosting his Wisdom, Divine and Perception checks by 1d4 +2
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [X]+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
Arcane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [X] 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 ( [x] 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

Hope it’s OK for me to roll the 1d4 for Erasmus

1d4 ⇒ 3

Cards 14 through 16 move to the next location.


Salim

Salim discovers another Aspis Agent and implores him to see reason.

Diplomacy DC 8: 2d8 + 2 ⇒ (7, 4) + 2 = 13

The agent tips Salim’s off about a discarded Scimitar ahead so he heads to check it out. He uses the crowbar to pry it out from between two rocks. The blade is balanced so he takes it with him.

Strength DC 7: 3d6 ⇒ (4, 2, 5) = 11 Discard Crowbar, Strength DC 3 to recharge: 1d6 ⇒ 6

Discard Kafar to explore

The adventure who lost the sword must have also lost their armor. It seems a good fit so Salim keeps it.

Con DC 6: 1d8 + 1d4 ⇒ (2) + (4) = 6

1d4 ⇒ 4 Cards 10-13 move to next location.

Salim wrote:

Hand: Blessing of Shelyn, Blood Periapt, Scimitar, The Melted Blade, Armor of the Sands,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +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.
Add 1d8 to your non-combat check against a bane.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After building the location decks, shuffle the henchman Aspis Agent into each location deck.
All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
To win the scenario, close all of the locations.

Random Monsters:
Monster 1
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.

Monster 2
Spoiler:
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.

Monster 3
Spoiler:
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.

Monster 4
Spoiler:
Ice Elemental
Monster 2

Traits
Elemental
Outsider
Cold
Elite

Check
Combat
12

Powers
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.

Monster 5
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Random Barriers:
Barrier 1
Spoiler:
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.

Barrier 2
Spoiler:
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.

Barrier 3
Spoiler:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Barrier 4
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Barrier 5
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Random Weapons:
Weapon 1
Spoiler:
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.

Weapon 2
Spoiler:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Weapon 3
Spoiler:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Weapon 4
Spoiler:
Torch
Weapon B

Traits
Club
Melee
Bludgeoning
Fire
Basic

Check
Strength
Intelligence
Wisdom
4

Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Weapon 5
Spoiler:
Greatclub +1
Weapon 2

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:
Spell 1
Spoiler:
Immolate
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

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, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Acid Jet
Spell B

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Alchemist's Shield
Armor 2

Traits
Shield Offhand

Check
Constitution
Fortitude
Craft
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Armor 3
Spoiler:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

Powers
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Armor 5
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Random Items:
Item 1
Spoiler:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

Powers
Recharge this card to add 1d8 to your Craft or Disable check.

Item 2
Spoiler:
Mummified Cat
Item 1

Traits
Object
Magic
Mummy

Check
Wisdom
Survival
Divine
6

Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.

Item 3
Spoiler:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 4
Spoiler:
Osirion History Guide
Item B

Traits
Book
Basic

Check
Intelligence
Wisdom
Knowledge
3

Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

Item 5
Spoiler:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
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.

Ally 2
Spoiler:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.

Ally 3
Spoiler:
Qasin
Ally 2

Traits
Outsider
Psychopomp

Check
Charisma
Diplomacy
Divine
10

Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Ally 4
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

Random Blessings:
Blessing 1
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 it and it may not be evaded; otherwise, you may encounter it.
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.

Blessing 2
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.

Blessing 3
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.

Blessing 4
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.

Blessing 5
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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Turn: 10 Korundo/Elinnea

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, 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 11 Rivani)
Spoiler:
Blessing of Nethys
Blessing C

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, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 12 Erasmus)
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 13 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 4 (Turn 14 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 5 (Turn 15 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 16 Erasmus)
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 7 (Turn 17 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 18 Korundo)
Spoiler:
Blessing of Wadjet
Blessing B

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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 9 (Turn 19 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 20 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, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 21 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 22 Korundo)
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 13 (Turn 23 Rivani)
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 14 (Turn 24 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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 15 (Turn 25 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, 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 26 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.
When a spell is played during any check, discard this card to add 2 dice to 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 17 (Turn 27 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 18 (Turn 28 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 19 (Turn 29 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.

Blessings Deck Card 20 (Turn 30 Korundo)
Spoiler:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

The Second 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 barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Crawling Hands:

Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Curse of the Ravenous:

Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Voices of the Spire:

Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

Curse of Vulnerability:

Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Stonework Passages
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed

Mumia Lab
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ghoul Square
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed

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

Crypt Card 1:
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.

Crypt Card 2:
Collapsing Hallways
Henchman Barrier 2

Traits
Obstacle
Trap

Check
Dexterity
Acrobatics
9
OR
Wisdom
Perception
11

Powers
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Crypt Card 3:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Crypt 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.

Crypt Card 5:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Sepulcher of the Servant
At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
When Permanently Closed: No effect.
M:5 Ba:3 W:2 Sp:1 Ar:2 I:1 Al:0 Bl:3 ?:3

Sepulcher of the Servant Card 1:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Sepulcher of the Servant Card 2:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.

Sepulcher of the Servant Card 3:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Sepulcher of the Servant 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.

Sepulcher of the Servant Card 5:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Sepulcher of the Servant Card 6:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Sepulcher of the Servant Card 7:
Blasphemous Priest
Monster C

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Sepulcher of the Servant Card 8:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Sepulcher of the Servant Card 9:
Collapsing Hallways
Henchman Barrier 2

Traits
Obstacle
Trap

Check
Dexterity
Acrobatics
9
OR
Wisdom
Perception
11

Powers
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Sepulcher of the Servant Card 10:
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.

Sepulcher of the Servant Card 11:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Sepulcher of the Servant Card 12:
Yellow Jelly
Monster B

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Sepulcher of the Servant Card 13:
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.

Sepulcher of the Servant Card 14:
Whip
Weapon C

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Sepulcher of the Servant Card 15:
Collapsing Hallways
Henchman Barrier 2

Traits
Obstacle
Trap

Check
Dexterity
Acrobatics
9
OR
Wisdom
Perception
11

Powers
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Sepulcher of the Servant Card 16:
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.

Sepulcher of the Servant Card 17:
Quicksand Bunyip
Monster C

Traits
Bunyip
Trigger

Check
Combat
12

Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.

Sepulcher of the Servant Card 18:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Sepulcher of the Servant Card 19:
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.

Sepulcher of the Servant Card 20:
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.

Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:2 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2

Catacombs Card 1:
Trapped Locker
Barrier C

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Catacombs Card 2:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Catacombs 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.

Catacombs Card 4:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Catacombs Card 5:
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.

Catacombs Card 6:
Sand Thief
Henchman Monster 1

Traits
Outsider
Elemental

Check
Combat
13

Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs Card 7:
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.

Catacombs Card 8:
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.

Catacombs Card 9:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Catacombs Card 10:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

Catacombs Card 11:
Death Hound
Monster B

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.


Deck handler

Korundo looks around and sees with satisfaction that his allies now carry more-or-less suitable armors to fend off the tumbling rocks of the pyramid. He pauses to clear the lingering curse that is slowing him down (recharge Remove Curse to get rid of his own vulnerability) and continues hastening toward the exit. This crypt can't go on for much longer.

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.

A swarm of beetles flies up into his face. Korundo bats them away and orders the crow to swallow the rest up. The small bird complies.

Survival combat 6/10: 1d8 + 4 + 1d6 + 1d4 + 4 ⇒ (8) + 4 + (4) + (4) + 4 = 24

Discard blessing of the elements to explore again

Collapsing Hallways:

Henchman Barrier 2
Traits
Obstacle
Trap

Check
Dexterity
Acrobatics
9
OR
Wisdom
Perception
11

Powers
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Oh dear - I'm going to need help with this. I see a couple blessings out there, and Salim's blessing of Shelyn would be the best, but I think Rivani already made use of that one last turn. (Either that or my blessing, but I just used it to explore...) Can we confirm the situation?


Salim

Ooops....didn’t notice that my blessing was used. Let me put that in my discard and draw another card. Maybe we’ll get lucky.

Salim wrote:

Hand: Blessing of Abadar, Blood Periapt, Scimitar, The Melted Blade, Armor of the Sands,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +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.
Add 1d8 to your non-combat check against a bane.


Erasmus's Deck Handler

This is for a close check, so feel free to use my Sign of the Lantern Bearer for an extra die. It looks like Salim now has a Blessing of Abadar though. That's 2 extra dice!


Deck handler

Nice draw! I'll use Salim's blessing of Abadar - with just that it's not guaranteed but chances are pretty good.

Korundo feels the favor of the god of walls and vaults himself, and oh so carefully looks for the safe path through this half-collapsed hallway.

Wisdom 11: 3d8 + 2 ⇒ (1, 2, 8) + 2 = 13

Divine 6 to close: 1d8 + 5 ⇒ (7) + 5 = 12

With his superior knowledge of sacred places like crypts, he picks out a path for all of them to follow, if they all step in his footprints.

Closed! And I draw a random blessing from the box:

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 it and it may not be evaded; otherwise, you may encounter it.
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.

We all move on to the Sepulcher of the Servant, and I'll end my turn there.

Collapsing cards: 1d4 ⇒ 1 Card 20 moves down

Korundo wrote:

Hand: Dire Collar, Blessing of Bastet, Desna's Star, Arboreal Armor, Crow

Displayed: Pygmy Ankylosaur
Deck: 9 Discard: 5 Buried: 1
Notes: Blessing can reroll one die or all dice in a check; it can't add a die

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 [X] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [X]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. ([X] After the roll, you may additionally recharge that card to add its adventure deck number.)
[T] Add 1d4 to your check that invokes the Animal trait.


Rivani explores this new undead-filled section of the pyramid. "I feel good about our future. Nethys blesses our escape."

She then immediately finds a Telekinesis Trap. In theory, she is a master of telekinesis, though, so guided by her Sign she attempts to disarm it.
Disable 9: 1d10 + 4 + 1d10 ⇒ (1) + 4 + (6) = 11

She'll continue onwards, discovering a Vanth. Before she acts, she suffers a Scourge: 1d6 ⇒ 6, but she is already Withering! She'll hurl her dagger into it, while binding it with her tome.
Combat 13: 1d10 + 4 + 1d4 + 1 + 1d4 ⇒ (10) + 4 + (4) + 1 + (4) = 23 - through her blade she can see that just beyond the Vanth's corpse is a Potion of Healing.

Rivani rests, possibly on her laurels. Meanwhilst, Cards: 1d4 ⇒ 1 a small amount of pyramid collapses in the distance.

Rivani

Hand: Binder's Tome, Stone Skin, Sign of the Thrush, Fiery Glare, Sage, Fire Snake,
Deck: 5 Discard: 6 Buried: 4
Notes: Add 1d4 and the Mental trait to Charisma and Combat checks at my location
Displayed: Curse of Withering,

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.

Cleared cards 1+2, examined 3, card 19 joins 20 on top of the Catacombs.


Erasmus's Deck Handler

Same as usual, I'll choose "Item" to recharge my Shrunken Head and give myself +2 to all my checks. Then I explore and find the Potion of Healing.

Intelligence DC 5: 1d8 + 2 ⇒ (5) + 2 = 7

Then, I'll use my Sign of the Lantern Bearer to explore again. I find a Blessing of the elements!

Strength DC 6: 1d6 + 3 ⇒ (2) + 3 = 5

Alas, no free explore. I'll use my Talisman Crafter to explore again. I find a Camouflaged Spiked Pit Trap. I automatically defeat it with 1d8+1d4+7 and I score a free explore.

Pausing because I found a Tooled Crocodile Skin, an armor 2. My base check is 1d6+2 so not great chances to make it. Should we put some resources into it?


Erasmus the Medium wrote:

Then, I'll use my Sign of the Lantern Bearer to explore again. I find a Blessing of the elements!

[dice=Strength DC 6]1d6+3

Why did you make a Strength check? You auto succeed with Wisdom.

Rivani doesn't care about armor, personally, but is happy to support those who do.


Erasmus's Deck Handler

Welp, that's true. My bad though, so I'd be ok with sticking with the dice I rolled.

Any other thoughts on spending resources on the armor 2? Or do we not need it?


Deck handler

I probably wouldn't put resources into it, though I wouldn't mind if you'd like to. I, at least, don't need it for upgrade purposes.


Erasmus's Deck Handler

I'll just roll for it. Here we go.

Acquire Armor 2 Constitution DC 8: 1d6 + 2 ⇒ (3) + 2 = 5

Nope! That's ok. I will use the Potion of Healing I found to heal Rivani since she seems to be the most hurt by a small margin.

Potion of Healing on Rivani: 1d4 ⇒ 3

Rivani can heal 3 cards from her discard pile. I will then end my turn and reset my hand. I managed to draw my Cure. I will heal myself since I still have the Curse of Vulnerability:

Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cure: 1d8 + 2 ⇒ (6) + 2 = 8

I'll call it a good turn after this.

Erasmus wrote:

Hand: Psychic Reading, Spear of the Watchful Guardian, Sign of the Pack 1, Crystal Mail, Force Missile,

Displayed: Spirit Relatives, Curse of Vulnerability,
Deck: 13 Discard: 0 Buried: 0
"Notes: -Spirit Relatives' token is on Veldira, giving Erasmus the skill Divine: Wisdom, and boosting his Wisdom, Divine and Perception checks by 1d4 +2
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [X]+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
Arcane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [X] 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 ( [x] 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


Erasmus the Medium wrote:


[dice=Potion of Healing on Rivani]1d4

"Thank you, Erasmus! I'm feeling much better."

Deck: 8 Discard: 3 Buried: 4


Erasmus's Deck Handler

I believe it's Salim's turn.


Salim

Yep...I was away for the weekend and am sorting through the recent actions to figure out which cards are where. If I'm not mistaken I'm about to explore Card # 7 at the Sepulcher of the Servant and, for the sake of being expedient cards 17 and 18 move down to the next location at the end of Erasmus' turn.

1d4 ⇒ 2

----

Salim encounters a Blasphemous Priest! As if there were another kind... Salim muses to himself as he reveals The Melted Blade

Combat DC 10: 1d8 + 4 + 2d4 + 2 ⇒ (3) + 4 + (1, 1) + 2 = 11, Shuffle Blessing of Shelyn into deck.

With no means to continue exploring Salim rests.

1d4 ⇒ 1 Card # 16 drops to next location.

Salim wrote:

Hand: Blessing of Pharasma, Blood Periapt, Scimitar, The Melted Blade, Armor of the Sands,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +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.
Add 1d8 to your non-combat check against a bane.


Deck handler

Next top blessing: Blessing of the Ancients

Scorpion Whip:

Weapon 1
Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

That actually seems quite useful, so I will recharge my Crow to hopefully obtain it.

Melee 8: 1d10 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10

Korundo passes by a strange poisonous whip lying on the ground. He picks it up to inspect it, and shows it to Salim. "This seems like something you would use, doesn't it? Not bad for me either. I like that it's made of scorpions." On this simple basis, he picks it up to carry with him. Discard the blessing of Bastet to examine and explore the next card.

Collapsing Hallways:

Henchman Barrier 2
Traits
Obstacle
Trap

Check
Dexterity
Acrobatics
9
OR
Wisdom
Perception
11

Powers
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Apparently I have a gift for locating the collapsing hallways. Would it be worth putting two blessings into this check? I have a card I can bury to close the location right now if I'm successful.


Erasmus's Deck Handler

I think it is! Erasmus sends you his thoughts and prayers in helping you succeed (in the form of a blessing of the Sign of the Pack for an extra die)

Lone Shark Games

Rivani has a Sign of the Thrush she can contribute.


Deck handler

Korundo thanks his allies for their benediction and tries to spot another safe path.

Wisdom 11: 3d8 + 2 ⇒ (6, 8, 8) + 2 = 24

He finds the safest path there ever was. Even a well-armored elephant could stumble its way out.

Bury my Dire Collar to close the location, so we all drop down to the catacombs, starting with card 16 from the sepulcher. Then I'll recharge Desna's Star to recharge one card from my discard, and reset my hand.

Korundo wrote:

Hand: Wendifisa Spear, Fox, Fiery Glare, Arboreal Armor, Scorpion Whip

Displayed: Pygmy Ankylosaur
Deck: 9 Discard: 5 Buried: 2
Notes: Fox can add 1d4 to any Int/Wis check

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 [X] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [X]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. ([X] After the roll, you may additionally recharge that card to add its adventure deck number.)
[T] Add 1d4 to your check that invokes the Animal trait.

We're at the last location now, so I guess no more cards drop off the bottom?

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After building the location decks, shuffle the henchman Aspis Agent into each location deck.
All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
To win the scenario, close all of the locations.

Random Monsters:
Monster 1
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.

Monster 2
Spoiler:
Bonecrusher Hyenamaster
Monster B

Traits
Bonecrusher
Trigger
Basic

Check
Combat
9
THEN
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Monster 3
Spoiler:
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.

Monster 4
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Monster 5
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Random Barriers:
Barrier 1
Spoiler:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Barrier 2
Spoiler:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
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.

Barrier 5
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Weapon 2
Spoiler:
Frost Sling +1
Weapon 1

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

Weapon 3
Spoiler:
Ooze Falchion +1
Weapon 2

Traits
Sword
Melee
Slashing
Acid
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Weapon 4
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 5
Spoiler:
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.

Random Spells:
Spell 1
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
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.

Spell 3
Spoiler:
Acid Jet
Spell B

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Viper Strike
Spell C

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.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 3
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 4
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Armor 5
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Twitch Tonic
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
6

Powers
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Item 2
Spoiler:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 3
Spoiler:
Osirion History Guide
Item B

Traits
Book
Basic

Check
Intelligence
Wisdom
Knowledge
3

Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

Item 4
Spoiler:
Healer's Kit
Item B

Traits
Tool
Healing

Check
Wisdom
Survival
Divine
6

Powers
Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

Item 5
Spoiler:
Flash Freeze
Item C

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.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally C

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.

Ally 3
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Tomb Raider
Ally B

Traits
Human
Rogue
Basic

Check
Charisma
Diplomacy
Acrobatics
4

Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Ally 5
Spoiler:
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.

Random Blessings:
Blessing 1
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessing 2
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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessing 3
Spoiler:
Blessing of Wadjet
Blessing B

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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessing 4
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.

Blessing 5
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Turn: 15 Rivani/Keith

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: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Erasmus)
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 17 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 3 (Turn 18 Korundo)
Spoiler:
Blessing of Wadjet
Blessing B

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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 4 (Turn 19 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 5 (Turn 20 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, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 21 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 7 (Turn 22 Korundo)
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 8 (Turn 23 Rivani)
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 9 (Turn 24 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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 10 (Turn 25 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, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 26 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.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 27 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 13 (Turn 28 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 14 (Turn 29 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.

Blessings Deck Card 15 (Turn 30 Korundo)
Spoiler:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

The Second 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 barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Crawling Hands:

Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Curse of the Ravenous:

Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Voices of the Spire:

Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

Curse of Vulnerability:

Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Stonework Passages
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed

Mumia Lab
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ghoul Square
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed

Crypt
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Sepulcher of the Servant
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:4 Ba:2 W:2 Sp:1 Ar:2 I:0 Al:0 Bl:2 ?:3
Located here: Everybody

Catacombs Card 1:
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.

Catacombs Card 2:
Quicksand Bunyip
Monster C

Traits
Bunyip
Trigger

Check
Combat
12

Powers
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.

Catacombs Card 3:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Catacombs Card 4:
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.

Catacombs Card 5:
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.

Catacombs Card 6:
Trapped Locker
Barrier C

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Catacombs Card 7:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Catacombs Card 8:
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.

Catacombs Card 9:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Catacombs Card 10:
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.

Catacombs Card 11:
Sand Thief
Henchman Monster 1

Traits
Outsider
Elemental

Check
Combat
13

Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs Card 12:
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.

Catacombs Card 13:
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.

Catacombs Card 14:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Catacombs Card 15:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

Catacombs Card 16:
Death Hound
Monster B

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.


"The exit must be close. There's not much pyramid left to run through!"

Rivani offers a magical snake of fire to appease the ancients, earning their blessing. Auto-acquired.Recharge: 1d10 + 4 ⇒ (10) + 4 = 14

Her Sage leads her on to a hidden Bunyip, which she glares at and sets afire. Combat 12: 1d10 + 4 + 2d4 + 1d4 ⇒ (5) + 4 + (1, 4) + (2) = 16
Recharge 10: 1d10 + 4 ⇒ (5) + 4 = 9

The Ancients lead Rivani to a Shield of Fire Resistance. She's a little dubious Con 6: 1d6 ⇒ 3 and decides it would impede her escape.

Rivani

Hand: Binder's Tome, Stone Skin, Blessing of Milani, Spellbook, Corrosive Dagger +1, Mind's Eye Blade,
Deck: 6 Discard: 6 Buried: 4
Notes: Add 1d4 and the Mental trait to Charisma and Combat checks at my location
Displayed: Curse of Withering,

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 concentrates in the pages of Veldira's old holy book to gain guidance by choosing "spell" at the start of his turn to recharge Psychic Reading and Force Missiles and give himself +3 to all his check. He feels that he can see the path forward in his mind's eye, and at the end of it, the light of day. They are close to the exit!

First explore is a Blessing of the Ancients which I automatically acquire with the bonus from recharging cards alone. I discard it to continue exploring.

The spirits of the ancients circle around Erasmus as he tries to hurry with to the exit with his companions. Knowing better than to anger ancient spirits, he takes a moment to pacify them. He is rewarded with a surge of energy to keep going forward.

He is brought to a stop by an Aspis agent, who intends to stand in the party's way to cover for his comrade's looting operations of the pyramids.

"This is not time for petty arguments over loot, fool! Let us through!"

Erasmu's very-own's brand of Diplomacy: 1d10 + 3 ⇒ (10) + 3 = 13

Erasmus's words were amplified in the agent's mind tenfold, as his eyes glowed and Veldira's faintly outline manifested around him. Understandably, the agent was petrified.

"Now tell us which way is the exit!" - Erasmus said, to which the Aspis Agent's response was a measly pointing finger.

Continue to explore thanks to Aspis Agent's power. I find a trapped locker. I go for it, as I don't very many blessings in our hands and those we have are probably better spent exploring.

Dexterity DC 9: 1d6 + 4 ⇒ (3) + 4 = 7

I'll bury my Crystal Mail to attempt to pass the check by adding a 1d4 to the result.

Adding to previous check: 1d4 ⇒ 4

Nice!

The path forward is blocked by a strange mechanism. Erasmus attempts to disable it. As he does so, he notices that he has triggered a mechanism and his arm is about to get crushed. Veldira takes over in a split second, giving him super-human speed and allowing him to remove his arm safely while only damaging his armor.
Fortunately, after doing so, he notices a rather curious piece of armor lying behind the trap. It's a crocodile's skin armor.

Erasmus is out of things to explore with, so I end his turn.

Erasmus wrote:

Hand: Crocodile Skin Armor, Neferehku, Spear of the Watchful Guardian, Blessing of the Gods 3, The missing eye, Mask of the Forgotten Pharaoh,

Displayed: Spirit Relatives, Curse of Vulnerability,
Deck: 11 Discard: 2 Buried: 1
"Notes: -Spirit Relatives' token is on Veldira, giving Erasmus the skill Divine: Wisdom, and boosting his Wisdom, Divine and Perception checks by 1d4 +2
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [X]+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
Arcane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [X] 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 ( [x] 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 spots a whip that looks like it was tossed aside; possibly by someone who would benefit from not being encumbered by it while fleeing who knows what. Not as fancy as the one Korundo found earlier...in fact it appears to be in such disrepair that Salim chooses to leave it where it lies.

Its an auto-fail for me; discard Blessing of Pharasma to continue.

Salim bounds into another Aspis Agent! They exchange pleasantries and Salim moves on.

Diplomacy 6: 2d8 + 2 ⇒ (5, 2) + 2 = 9 Blessing of Abadar shuffled into deck.

Spying a scroll up ahead Salim bounds toward it. As he attempts to read it the writing disappears...leaving him staring at a blank scroll.

Divine 6: 1d6 ⇒ 2

Salim wrote:

Hand: Blessing of Sheyln, Blood Periapt, Scimitar, The Melted Blade, Armor of the Sands,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +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.
Add 1d8 to your non-combat check against a bane.

Lone Shark Games

Deane's PACG Character wrote:
Its an auto-fail for me;

It's not actually auto-fail. Because it's a Finesse weapon, "For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2" so you have 1d8+4 to get it. Not sure if you _want_ it, but that'll come in handy some day for a cooler weapon I'm sure :)


Salim

I didn’t realize that Finesse would also apply to boons was attempting to acquire; that’s good to know. No sense rewinding for a Weapon B at this point...


Deck handler

Korundo presses onward. He can almost feel the breeze from the exit. It really has to be somewhere close by.

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.

But first: a poisonous snake blocks their path. He brandishes the fancy whip that he just picked up and flicks it at the snake to chase it away. Reveal the Scorpion Whip, and add 1d4 because I'm fighting an animal.

Combat 8: 1d10 + 2 + 1d8 + 1d4 ⇒ (2) + 2 + (1) + (1) = 6

Being proficient with weapons, I can add 3 to that result and make it a 9. I also just realized that I forgot to add Rivani's d4 again, oops. It worked though.

The snake almost slithers past his defenses, but the spines of the whip just barely catch onto its scales and deal it a mortal wound. Korundo feels satisfaction at using poison to take down a creature that is poisonous itself. He gestures to the clear path ahead, signalling the others that they can keep going.

Rather than explore again, I'll keep the fox in hand in case somebody needs it to close the location. I will discard my spear and end my turn.

Korundo wrote:

Hand: Blessing of the Gods, Fox, Fiery Glare, Arboreal Armor, Scorpion Whip

Displayed: Pygmy Ankylosaur
Deck: 8 Discard: 6 Buried: 2
Notes: Fox can add 1d4 to any Int/Wis check. Feel free to use the blessing.

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 [X] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [X]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. ([X] After the roll, you may additionally recharge that card to add its adventure deck number.)
[T] Add 1d4 to your check that invokes the Animal trait.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After building the location decks, shuffle the henchman Aspis Agent into each location deck.
All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
To win the scenario, close all of the locations.

Random Monsters:
Monster 1
Spoiler:
Yellow Jelly
Monster C

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Monster 2
Spoiler:
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.

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Monster 4
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Monster 5
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Random Barriers:
Barrier 1
Spoiler:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Barrier 2
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Barrier 3
Spoiler:
Hurtling Tiles Trap
Barrier 1

Traits
Obstacle
Trap
Basic

Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8

Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.

Barrier 4
Spoiler:
Trapped Locker
Barrier C

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 5
Spoiler:
Burning Tar
Barrier B

Traits
Obstacle
Fire
Basic

Check
Dexterity
Acrobatics
Perception
Craft
6

Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

Random Weapons:
Weapon 1
Spoiler:
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.

Weapon 2
Spoiler:
Shotel
Weapon B

Traits
Scythe
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3
Spoiler:
Spelldagger
Weapon C

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
Arcane
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Flask Thrower
Weapon 2

Traits
Sling
Ranged
Bludgeoning
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Weapon 5
Spoiler:
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.

Random Spells:
Spell 1
Spoiler:
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.

Spell 2
Spoiler:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 3
Spoiler:
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.

Spell 4
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

Spell 5
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Random Armors:
Armor 1
Spoiler:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Armor 4
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Armor 5
Spoiler:
Armored Kilt
Armor C

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Random Items:
Item 1
Spoiler:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.

Item 2
Spoiler:
Kohl of Uncanny Discernment
Item B

Traits
Accessory
Alchemical

Check
Intelligence
Perception
6

Powers
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Canteen
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

Item 5
Spoiler:
Osirion History Guide
Item B

Traits
Book
Basic

Check
Intelligence
Wisdom
Knowledge
3

Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

Random Allies:
Ally 1
Spoiler:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.

Ally 2
Spoiler:
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.

Ally 3
Spoiler:
Hyaenodon
Ally B

Traits
Animal
Trigger
Elite

Check
Wisdom
Survival
7

Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.

Ally 4
Spoiler:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Ally 5
Spoiler:
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.

Random Blessings:
Blessing 1
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.

Blessing 2
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.

Blessing 3
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.

Blessing 4
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.

Blessing 5
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.

Turn: 19 Rivani/Keith

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: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 20 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, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 21 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 3 (Turn 22 Korundo)
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 4 (Turn 23 Rivani)
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 5 (Turn 24 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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 6 (Turn 25 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, 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 7 (Turn 26 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.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 27 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 9 (Turn 28 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 10 (Turn 29 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.

Blessings Deck Card 11 (Turn 30 Korundo)
Spoiler:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

The Second 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 barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Crawling Hands:

Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Curse of the Ravenous:

Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Voices of the Spire:

Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

Curse of Vulnerability:

Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Stonework Passages
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed

Mumia Lab
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ghoul Square
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed

Crypt
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Sepulcher of the Servant
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Everybody

Catacombs Card 1:
Sand Thief
Henchman Monster 1

Traits
Outsider
Elemental

Check
Combat
13

Powers
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs Card 2:
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.

Catacombs Card 3:
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.

Catacombs Card 4:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Catacombs Card 5:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

Catacombs Card 6:
Death Hound
Monster B

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.


Rivani is quite surprised to have not found the exit. She goes to lean against a nearby pile of sand, but senses it has a mind!
Per 6: 1d12 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18

She hurls an acidic dagger into it as Korundo channels the power of the Elements. Combat 13: 1d12 + 4 + 1d4 + 1 + 1d4 + 1d12 + 1d4 ⇒ (3) + 4 + (1) + 1 + (2) + (10) + (4) = 25

With the blessing of Milani and guidance of Korundo's Fox, Rivani knows exactly where the exit is now.
Wis 6: 1d8 + 2d8 + 1d4 ⇒ (8) + (5, 6) + (2) = 21

And we win!


Erasmus's Deck Handler

Nice! Tier 3, here we go!


Deck handler

Huzzah!


Hmm. I forgot I was Withered, though I don't think it will change any of the results. But, for paranoia's sake:

Rivani - Keith wrote:

Per 6: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16

Combat 13: 1d10 + 4 + 1d4 + 1 + 1d4 + 1d10 + 1d4 ⇒ (9) + 4 + (4) + 1 + (3) + (1) + (1) = 23
Wis 6: 1d6 + 2d6 + 1d4 ⇒ (6) + (1, 2) + (3) = 12

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

... and another scenario (and adventure) is completed.

You and the Aspis agents escaped the pyramid safely. After several minutes of waiting with bated breath, the trembling ceases. Glancing around at the survivors, you notice that several Aspis agents, including Ridaiya Merai herself, are nowhere to be found. Praying that they are still alive, you reenter the perilous pyramid.
After several minutes of fruitless searching through piles of collapsed stone, you come across a secret trapdoor in the ground that Merai did not mention in her reports. Below, a steep spiral staircase winds down for hundreds of feet into the darkness, ending in a door covered in hundreds of magical runes.
You find a papyrus note discarded on the last step. It reads:
Don’t bother trying to follow me. I have the only key.
Thanks for the help, you gullible fools.
—Merai
As you consider your hapless fate, the word that bothers you most in that note is “Thanks.”

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Hand of the Honest Man. At the end of each scenario, return the loot to the game box.
Each player chooses one of her Pathfinder Society RPG characters. Once per adventure, that character may reroll a failed Bluff, Diplomacy, or Intimidate check made against an agent of the Aspis Consortium.

Adventure Reward:
Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Bard Class Deck.
(If you have unlocked the ability to play Mavaro with more than one class deck, choose only one for each character.)

My list of acquired cards:


  • Weapon B: Corrosive Dagger +1, Scimitar
  • Weapon 1: Scorpion Whip
  • Armor B: Armor of the Sands, Armored Kilt
  • Item B: Crowbar, Potion of Healing
  • Item 2: Soul Stimulant
  • Blessing B: Blessing of the Ancients (x2)

Not a very exciting collection, I'm afraid!


Erasmus's Deck Handler

I'll pass on a deck upgrade this time.


Deck handler

Do you have the text for the Hand of the Honest Man?

I could use the Weapon 1. None of the others are useful for me.

I have an RPG character who just developed a pretty intense dislike for Aspis last month, so that sounds like a good reward for her to take.


Erasmus's Deck Handler

I found an image of it in GeekDad:

Hand of the Honest Man


Rivani would happily take the Item 2, to secure a Djinn Favor Amulet, which should help protect her. Her second choice would be a blessing.


Salim

I can easily take a Blessiing so that Rivani can make use of some new bling!


Salim

I'll snag the Blessing of Wadjet from the UE deck to help me with my boon acquisitions.


Deck handler

With the Weapon 1 I’ll trade out my Wendifisa spear for an Improvised Club: fancy terminology for a femur with some nails stuck through it.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Your games should soon be reported (courtesy of cartmanbeck).

I've got your chronicles for adventure 3-2 ready; email me at svpfsmail@gmail.com and I'll send them to you.

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