[ACG] Season #4: Season of Factions' Favor (Tier 1) (Inactive)

Game Master MorkXII

Feat Limits:
Skill: Tier+1
Power: Tier+1
Card: Tier+1
Turn Order:
Valeros/yamasaki
Erasmus (OA2)/Merisal The Risen
Poog (GB)/Redelia
Ukuja (Hunter)/redeux
Mavero (Inquistor)/Chris
Bekah (Bard)/Nick
Scourges:
Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.


Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.


Curse of the Ravenous
Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

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

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


Curse of Withering
Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.


Curse of the Sphinx
Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.


Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.


Curse of the Mummy
Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.


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Scarab Sages

Bekah's Deck; Female Human Bard (Troublemaker)

Blessing for Bekah as well, please.


Mavaro spreadsheet

Spell for Mavaro, please


Spirit Relative Nissa:
Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
Erasmus deck Add 1d4 to checks that use any skill marked on the cohort spirit relatives at my loc for others

Blessing for Erasmus too please

blessing 1: 1d1000 ⇒ 571sign of the stranger for Sarenrae. Also will retain shrunken head for the next adventure


Blessing of Ra (B) for Bekah
Blessing of Abadar (B) for Erasmus
Speak with Dead (1) for Mavaro.

Final acquired list:
Weapon 1 Galvanic Chakram +1
Weapon 1 Glacial Khopesh +1
Weapon 2 Ooze Falchion +1
Spell 1 Speak with Dead
Armor B Crocodile Skin Helmet
Armor B Crocodile Skin Lamellar
Item 2 Magic Carpet
Item 1 Mummified Cat
Ally 1 Idorii
Ally B Kafar
Ally 3 Library Curator
Ally 2 Ptemenib
Ally 3 Sedja
Ally B Ubashki
Blessing C Blessing of Abadar
Blessing C Blessing of Bastet
Blessing B Blessing of Ra
Blessing 1 Blessing of Thoth


Mavaro spreadsheet

Weapon 1: 1d1000 ⇒ 963 (deathbane light crossbow for heavy crossbow)


Spreadsheet

Weapon 2: 1d1000 ⇒ 153 Warhammer +2

Scarab Sages

Bekah's Deck; Female Human Bard (Troublemaker)

Spell 1: 1d1000 ⇒ 177 (Replace Cure B with Cure 1 - will take Spell as my next card feat and get Cure B back for 2 cures total).
Blessing 1: 1d1000 ⇒ 450 (Replace Blessing of the Gods with Blessing of Abadar)
Ally 3: 1d1000 ⇒ 105 (Replace Raconteur with Duelist)


spell 1: 1d1000 ⇒ 684


4-3D: A FEW GOOD PUNCHES
Pasha Muhlia al-Jakri has consolidated the last of her available resources in a compound near the harbor, having dedicated a large sum to securing mercenaries to protect her equipment. Your new allies Tallah al-Hamar and Behroud al-Ibrah have used their influence to minimize her ability to acquire personnel and gear, but it is still going to be difficult to get to her. Your contact Sahmia has alerted the authorities and the local Pathfinder lodge, supplying each with the evidence you’ve collected. As a result, the city guard is now surrounding the compound to prevent her escape and to arrest everyone inside. Several fellow Pathfinders have also arrived to assist, muttering that al-Jakri has a lot to answer for. You make it clear to everyone that she is to be brought in alive—not only to face justice, but also to learn what other catastrophes she may have set in motion.

The compound’s high wall blocks your view of just about everything except a few buildings and the hired guards who nervously patrol its top. No doubt there are at least as many more guards out of sight, and knowing al-Jakri, she has probably even smuggled in one or more ferocious beasts to keep watch. The disgraced pasha could be inside any of those buildings, so you will need to move swiftly to search them before she makes a break for any escape route you haven’t spotted.

A roar echoes from the compound as if daring anyone to approach. Now that you’ve changed out of your formal evening wear, you’re more than ready to oblige.

VILLAIN:
Muhlia al-Jakri
HENCHMEN:
Akitar
Lamia Sisters
Silver Chain Smuggler
Forgotten Pharaoh Cultists
LOCATIONS:
1 Embalming Parlor
1 Golden Lake
1 Vizier's Hill
2 Towering Obelisk
3 Shifting Dunes
4 Alchemical Laboratory
5 Hot Springs
6 Vault of Hidden Wisdom

DURING THIS SCENARIO:

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.


  • During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 2
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

    Powers
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    Monster 3
    Spoiler:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Monster 4
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 5
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Random Barriers:
    Barrier 1
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 2
    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.

    Barrier 3
    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 4
    Spoiler:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 2
    Spoiler:
    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 3
    Spoiler:
    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.

    Weapon 4
    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 5
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
    When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    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:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    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.

    Armor 3
    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 4
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Armor 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

    Powers
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Item 2
    Spoiler:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Item 3
    Spoiler:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Item 4
    Spoiler:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Item 5
    Spoiler:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

    Powers
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Random Allies:
    Ally 1
    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.

    Ally 2
    Spoiler:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

    Powers
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Ally 3
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 4
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

    Powers
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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 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 3
    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 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 Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Turn: 0

    Blessings Remaining: 0
    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:

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

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:

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

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:

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


  • Hunter, Animancer | Ukuja's spreadsheet

    Using Sunburst Trader to get Remove Curse.

    Also willing to visit any trader someone else goes to (from my season 3 reward)

    starting Vault of Hidden Wisdom

    Ukuja wrote:

    Hand: BoGozreh2, Hawkmoon Bow, Elemental Treaty, Tree Fort, BoGozreh, Reed Moccasin,

    Deck: 16 Discard: 0 Buried: 0 Displayed: White Tiger, Leryn,
    Notes: feel free to use whatever.
    Cohort Skills: Acrobatics: Dex+2, Perception: Wis+2, Shirt Reroll Available: Y

    Skills/Powers/Cohorts:
    Skills:

    STRENGTH d6 []+1 []+2
    DEXTERITY d10 [X]+1 [X]+2 []+3 []+4
    Ranged: Dex+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 []+2 []+3 []+4
    Divine: Wis+1
    Survival: Wis+3
    CHARISMA d4 []+1

    Favored Card: Ally or Weapon
    Hand size 6 []7
    Light Armors, Weapons
    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the animal trait to evade a bane you encounter ( [X] or to add 1d4 plus the discarded card's adventure deck number to your combat check)( [X] or to your checks to defeat a barrier)
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    For rest of AP, when you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
    "
    Scenario Cohorts:

    White Tiger
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Acrobatics: Dex+2.
    While displayed, after you explore, if you did not encounter a monster, you may move.
    While displayed, you may put this card on top of your deck to add 1d6 to your combat check, or 2d6 if you have a role card.

    Leryn
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Perception: Wis+2
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck, if you have a role card, you may put them back in any order."
    "

    Card Descriptions:

    Hand descriptions:
    Hawkmoon Bow
    Spoiler:
    Hawkmoon Bow
    Traits: Bow, Ranged, Piercing, 2-handed, magic
    Powers: for your combat check, reveal this card to use your Dex or Ranged Skill+1d6+2. If proficient with weapons or you have the Elf trait, add another 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Elemental Treaty
    Spoiler:
    Elemental Treaty
    Traits: Magic, Arcane, Divine, Basic
    Powers: Display this card next to your location. While displayed, reduce Acid, Cold Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card, otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Tree Fort
    Spoiler:
    Tree Fort
    Traits: Object, Magic
    Powers: Display this card next to a location deck. While displayed, reduce all damage dealt to each character at that location by 2 if it is not that character's turn.
    While displayed, instead of the first exploration of his turn, a character may recharge a random card from his discard pile.
    When a bane at this location is undefeated, bury this card.
    Reed Moccasin
    Spoiler:
    Reed Moccasin
    Traits: Animal, Elemental, Acid, Poison
    Powers: Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck, then you may explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
    BoGozreh2
    Spoiler:
    BoGozreh2
    Traits: Divine, Gozreh.
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.
    BoGozreh
    Spoiler:
    BoGozreh
    Traits: Divine, Gozreh.
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.

    Displayed descriptions:
    "


    Mavaro spreadsheet

    Mavaro goes to visit the Ghoul Market.

    Ready to Start, swapping out any traded cards:
    Mavaro wrote:

    Hand: Harbinger Disciple, Game of Afterlife (Loot, replaces Divine Favor), Runewell's Echo, Blessing of the Gods 1, Blessing of Shelyn, Deathbane Light Crossbow +1,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Can discard any card to add 1 die to any check at Mavaro's location to acquire a weapon, armor, or item. Blessings available (especially for henchmen); +1d12 non-combat from Runewell
    Sideboard cards:

    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [X] +2 [X] +3 [ ] +4
    Disable: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: None
    Hand Size 6
    Proficient with: Light Armors, [X] Weapons
    Powers:
    When building your deck, you may treat any weapons, spells, and armors as items.
    You may discard a card to add 1 die to your check ([X] or a check by another character at your location) to acquire a weapon, an armor, or an item.
    You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence skill until the end of the turn. ([X] You may also add any of that card's traits to your checks during this turn.) At the end of the turn, recharge the displayed cards.


    Spirit Relative Nissa:
    Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
    Erasmus deck Add 1d4 to checks that use any skill marked on the cohort spirit relatives at my loc for others

    Erasmus will start at viziers hill headed to ghoul market

    Swapping spear of watchful guardian for sword cane

    Undecided on spirit relative probably con and str one

    Erasmus wrote:

    Hand: Stalking armour, Sign of the lantern bearer, Mindblade, Mind over gravity, Object reading, The missing eye,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Mind over gravity adds 1d10 to ANY dex check sign of lantern bearer blessing that recharges on checks to acquire armour
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X2]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Inteligence d8 [ ] +1 [ ] +2 [ ]+3
    Wisdom d6 [X1 ] +1 [ ] +2
    Perception: Wisdom +3
    Charisma d8 [X3] +1 [ ] +2 [ ]+3
    Arcane Charisma +1

    Favored Card: Your choice
    Hand Size 5 [X2]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 ( [X1] plus one ) the number of cards recharged to your checks until the end of the turn
    [X3 ] Add 1d4 to another character at your locations checks that use any skill marked on the cohort spirit relatives
    Spirit Relatives If you do not have a role card display this side up and place a marker on one of the circles below While displayed you gain each marked skill and add 1d4 plus the scenarios adventure deck number to your check using the marked skills

    Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    Bekah will select spell as her favored card and will head to the Ghoul Market. (not likely to take anything, but will help Mavaro get more options) Exchanging Ivory Dice for the Sun Falcon Pectoral loot and Charm Person for the Disable Mechanism loot.

    Bekah will start at the Hot Springs.

    Bekah wrote:

    Hand: Sun Falcon Pectoral (loot), Troubadour, Hand of the Honest Man (loot), Glibness, Akhentepi's Armor (loot), Deathbane Light Crossbow +1,

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

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [X] +1 [X] +2 [X] +3
    Arcane: Charisma +1
    Diplomacy: Charisma +3
    Divine: Charisma +1

    Favored Card: Your Choice
    Hand Size 5 [X] 6
    Proficient with: Light Armors, Weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck
    You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1


    Spreadsheet

    Usual Sunburst visit for Valeros (spare Gorum for BoAncients).

    He will start at the Embalming Parlor.

    Valeros wrote:

    Hand: Hide Armor of Fire Resistance, Blessing of the Ancients, Blessing of Gorum, Neferekhu, Shock Glaive +1,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Can reveal an Ally to add 1d6+1 to combat checks in my location.
    Die Bumps: 0 Reroll Perk Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [] +3 [] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 []+1 [] +2 [] +3
    Fortitude: Constitution +1
    INTELLIGENCE d6 [] +1
    WISDOM d4 [] +1 [] +2
    CHARISMA d8 [x] +1 [] +2 [] +3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [x] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([x] or shuffle it into your deck) instead.


    Poog will start at the Towering Obelisk.

    Poog wrote:

    Hand: Blessing of the Gobs 2, Blessing of Hadregash, Frilled Lizard, Blessing of the Gobs 1, Burning Snot 1,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: blessing available, reroll not used
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([x] or 2 random cards) from her discard pile into her deck
    Add 1d6 ([X]+1) to your check that involves the animal or fire trait.
    After you bury, discard, recharge, or reveal a boon that has the animal trait for its power, banish it, then you may ([x ]recharge a random card from your discard pile and) draw a card.


    Ghoul Market:

    Random Armor:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Random Armor:
    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.

    Random Armor:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Armor:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Armor:
    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.

    Random Armor:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.


    Mavaro spreadsheet

    Mavaro will trade his harbinger disciple for the advocate's armor.

    Mavaro wrote:

    Hand: Advocate's Armor (traded for Harbinger Disciple), Game of Afterlife (Loot, replaces Divine Favor), Runewell's Echo, Blessing of the Gods 1, Blessing of Shelyn, Deathbane Light Crossbow +1,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Can discard any card to add 1 die to any check at Mavaro's location to acquire a weapon, armor, or item. Blessings available (especially for henchmen); +1d12 non-combat from Runewell
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [X] +2 [X] +3 [ ] +4
    Disable: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: None
    Hand Size 6
    Proficient with: Light Armors, [X] Weapons
    Powers:
    When building your deck, you may treat any weapons, spells, and armors as items.
    You may discard a card to add 1 die to your check ([X] or a check by another character at your location) to acquire a weapon, an armor, or an item.
    You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence skill until the end of the turn. ([X] You may also add any of that card's traits to your checks during this turn.) At the end of the turn, recharge the displayed cards.

    He starts in the Alchemical Laboratory.


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Monster 2
    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 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Monster 5
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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.

    Barrier 4
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

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

    Barrier 5
    Spoiler:
    The Evil Eye
    Barrier C

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 2
    Spoiler:
    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 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:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 5
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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 3
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Spell 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:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 2
    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 3
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Armor 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:
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Item 3
    Spoiler:
    Bird Feather Tokens
    Item 3

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

    Item 4
    Spoiler:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Item 5
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    Ally 3
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

    Ally 4
    Spoiler:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

    Powers
    At the start of your turn, recharge this card to draw 2 cards.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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 2
    Spoiler:
    Blessing of Bastet
    Blessing C

    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 3
    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.

    Blessing 4
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessing 5
    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.

    Turn: 1 Valeros/yamasaki

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Erasmus)
    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 2 (Turn 3 Poog)
    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 4 Ukuja)
    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 5 Mavaro)
    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 6 Bekah)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 6 (Turn 7 Valeros)
    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.

    Blessings Deck Card 7 (Turn 8 Erasmus)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 9 Poog)
    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 9 (Turn 10 Ukuja)
    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 10 (Turn 11 Mavaro)
    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 11 (Turn 12 Bekah)
    Spoiler:
    The Exchange's Favor
    Favor 3

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Blessings Deck Card 12 (Turn 13 Valeros)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 14 Erasmus)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 14 (Turn 15 Poog)
    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 15 (Turn 16 Ukuja)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 16 (Turn 17 Mavaro)
    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 18 Bekah)
    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 18 (Turn 19 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 19 (Turn 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 20 (Turn 21 Poog)
    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 21 (Turn 22 Ukuja)
    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 22 (Turn 23 Mavaro)
    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 23 (Turn 24 Bekah)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 24 (Turn 25 Valeros)
    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 25 (Turn 26 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 26 (Turn 27 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 27 (Turn 28 Ukuja)
    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 28 (Turn 29 Mavaro)
    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 29 (Turn 30 Bekah)
    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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:1
    Located here: Valeros

    Embalming Parlor Card 1:
    Ring of the Godless
    Item B

    Traits
    Accessory
    Magic

    Check
    Wisdom
    5

    Powers
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Embalming Parlor Card 2:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
    When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Embalming Parlor Card 3:
    Akitar
    Henchman Monster 3

    Traits
    Sphinx
    Trigger

    Check
    Combat
    16

    Powers
    When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
    While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Embalming Parlor Card 4:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Embalming Parlor Card 5:
    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.

    Embalming Parlor Card 6:
    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.

    Embalming Parlor Card 7:
    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.

    Embalming Parlor Card 8:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Embalming Parlor Card 9:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Embalming Parlor Card 10:
    Plague Zombie
    Monster 1

    Traits
    Undead
    Elite

    Check
    Combat
    11

    Powers
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:1

    Golden Lake Card 1:
    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.

    Golden Lake Card 2:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 3:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 4:
    Blessing of the Ancients
    Blessing C

    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.

    Golden Lake Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 6:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 8:
    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.

    Golden Lake Card 9:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 10:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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

    Vizier's Hill Card 1:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Vizier's Hill Card 2:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Vizier's Hill Card 3:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Vizier's Hill Card 4:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Vizier's Hill Card 5:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 6:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 7:
    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.

    Vizier's Hill Card 8:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 9:
    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.

    Vizier's Hill Card 10:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

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

    Towering Obelisk Card 2:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Towering Obelisk Card 3:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 4:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 5:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 6:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 8:
    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.

    Towering Obelisk Card 9:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 10:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Shifting Dunes Card 1:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Shifting Dunes Card 5:
    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.

    Shifting Dunes Card 6:
    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.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 9:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

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

    Alchemical Laboratory Card 1:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Alchemical Laboratory Card 2:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 3:
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.

    Alchemical Laboratory Card 4:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 5:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Alchemical Laboratory Card 6:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

    Alchemical Laboratory Card 7:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Alchemical Laboratory Card 8:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Alchemical Laboratory Card 9:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 10:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1
    Located here: Bekah

    Hot Springs 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.

    Hot Springs Card 2:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Hot Springs Card 3:
    Falto
    Ally C

    Traits
    Human
    Rogue
    Hireling

    Check
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location. 
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Hot Springs Card 4:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Hot Springs Card 5:
    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.

    Hot Springs Card 6:
    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.

    Hot Springs Card 7:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Hot Springs Card 8:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hot Springs Card 9:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Hot Springs Card 10:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Vault of Hidden Wisdom Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Vault of Hidden Wisdom Card 2:
    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.

    Vault of Hidden Wisdom Card 3:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Vault of Hidden Wisdom Card 4:
    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.

    Vault of Hidden Wisdom Card 5:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vault of Hidden Wisdom Card 6:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 7:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Vault of Hidden Wisdom Card 8:
    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.

    Vault of Hidden Wisdom Card 9:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Vault of Hidden Wisdom Card 10:
    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.


  • Spreadsheet

    The hour is Abadar and Valeros finds himself in an embalming parlor. He explores and finds a ring. Wisdom 5 revealing Neferekhu: 3d4 ⇒ (3, 4, 2) = 9 Ring of the Godless acquired. Diplomacy 8: 1d8 + 4 ⇒ (6) + 4 = 10 The mummy does not curse him for the favor.

    He prays to Gorum for guidance as usual and finds a scroll. Divine 4 recharging Ring of the Godless: 1d4 + 2 ⇒ (3) + 2 = 5 Speak with Dead acquired.

    He then asks the Ancients for guidance and finds Akitar, the sphinx henchman. Combat 16 revealing Shock Glaive +1: 2d10 + 6 ⇒ (5, 2) + 6 = 13 Fail, discards weapon (shuffled back to deck) to reroll. 2d10 + 6 ⇒ (4, 8) + 6 = 18 The henchman is tenacious but is defeated nonetheless.

    All that racket woke up a Natron Zombie. Combat 11+3=14 discarding Neferekhu: 1d10 + 5 + 2d8 ⇒ (2) + 5 + (1, 8) = 16 Zombie is laid to rest, but the fight took out Neferekhu for now (AYA; buried). Location is closed.

    Valeros wrote:

    Hand: Hide Armor of Fire Resistance, Topaz of Strength, Staff of Minor Healing, Trident +2,

    Displayed:
    Deck: 12 Discard: 2 Buried: 1
    Notes:
    Die Bumps: 0 Reroll Perk Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [] +3 [] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 []+1 [] +2 [] +3
    Fortitude: Constitution +1
    INTELLIGENCE d6 [] +1
    WISDOM d4 [] +1 [] +2
    CHARISMA d8 [x] +1 [] +2 [] +3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [x] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([x] or shuffle it into your deck) instead.

    Acquired cards 1 and 2. Deafeated card 3. Location closed.


    Spirit Relative Nissa:
    Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
    Erasmus deck Add 1d4 to checks that use any skill marked on the cohort spirit relatives at my loc for others

    Erasmus recharges blessing to add 2 to his check then moves to alchemists lab and casts object reading

    stealth 7: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7 revealing stalking armour

    Place the cards back in reverse order

    object reading recharge perception 9: 1d6 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11 revealing stalking armour

    Explore encountering
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric
    Check
    Charisma
    Diplomacy
    10
    Powers
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.
    charisma 10: 1d8 + 3 ⇒ (5) + 3 = 8

    Erasmus wrote:

    Hand: Stalking armour, Sign of the stranger, Mindblade, Mind over gravity, Kami medium, The missing eye,

    Displayed:
    Spirit Relative Nissa:
    Add 1d4 + 3 to skills Strength, Melee Strength,Fortitude Constitution
    ,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Mind over gravity adds 1d10 to ANY dex check sign of stranger blessing that recharges on checks against items
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X2]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Inteligence d8 [ ] +1 [ ] +2 [ ]+3
    Wisdom d6 [X1 ] +1 [ ] +2
    Perception: Wisdom +3
    Charisma d8 [X3] +1 [ ] +2 [ ]+3
    Arcane Charisma +1

    Favored Card: Your choice
    Hand Size 5 [X2]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 ( [X1] plus one ) the number of cards recharged to your checks until the end of the turn
    [X3 ] Add 1d4 to another character at your locations checks that use any skill marked on the cohort spirit relatives
    Spirit Relatives If you do not have a role card display this side up and place a marker on one of the circles below While displayed you gain each marked skill and add 1d4 plus the scenarios adventure deck number to your check using the marked skills


    The wise little goblin flips Blessing of the Elements, and then explores his location. He finds a spell!

    divine, DC 8: 1d10 + 4 ⇒ (3) + 4 = 7
    He can't figure out the spell.

    (no change to hand)


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 2
    Spoiler:
    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.

    Monster 3
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 4
    Spoiler:
    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.

    Monster 5
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

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

    Barrier 2
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

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

    Barrier 3
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

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

    Barrier 4
    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 5
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 3
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

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

    Weapon 4
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 5
    Spoiler:
    Hunga Munga
    Weapon B

    Traits
    Axe
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    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:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 5
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 2
    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 3
    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 4
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Item 2
    Spoiler:
    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.

    Item 3
    Spoiler:
    Deliquescent Gloves
    Item 3

    Traits
    Accessory
    Alchemical
    Acid

    Check
    Dexterity
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Item 4
    Spoiler:
    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 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    Ally 3
    Spoiler:
    Neb-at
    Ally 1

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

    Ally 5
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

    Powers
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    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 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 3
    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.

    Blessing 4
    Spoiler:
    Blessing of Horus
    Blessing C

    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 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: 4 Ukuja/Redeux

    Top of Blessing Discard Pile: Blessing of Ra

    Top Blessing:
    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 Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Mavaro)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 6 Bekah)
    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 7 Valeros)
    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.

    Blessings Deck Card 4 (Turn 8 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 5 (Turn 9 Poog)
    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 6 (Turn 10 Ukuja)
    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 11 Mavaro)
    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 8 (Turn 12 Bekah)
    Spoiler:
    The Exchange's Favor
    Favor 3

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Blessings Deck Card 9 (Turn 13 Valeros)
    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 14 Erasmus)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 11 (Turn 15 Poog)
    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 12 (Turn 16 Ukuja)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 13 (Turn 17 Mavaro)
    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 14 (Turn 18 Bekah)
    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 19 Valeros)
    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 16 (Turn 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 17 (Turn 21 Poog)
    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 18 (Turn 22 Ukuja)
    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 19 (Turn 23 Mavaro)
    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 20 (Turn 24 Bekah)
    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 21 (Turn 25 Valeros)
    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 22 (Turn 26 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 23 (Turn 27 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 24 (Turn 28 Ukuja)
    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 25 (Turn 29 Mavaro)
    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 26 (Turn 30 Bekah)
    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.

    Embalming Parlor
    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
    Located here: Valeros

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:1

    Golden Lake Card 1:
    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.

    Golden Lake Card 2:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 3:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 4:
    Blessing of the Ancients
    Blessing C

    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.

    Golden Lake Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 6:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 8:
    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.

    Golden Lake Card 9:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 10:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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

    Vizier's Hill Card 1:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Vizier's Hill Card 2:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Vizier's Hill Card 3:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Vizier's Hill Card 4:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Vizier's Hill Card 5:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 6:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 7:
    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.

    Vizier's Hill Card 8:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 9:
    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.

    Vizier's Hill Card 10:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Towering Obelisk Card 2:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 4:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 5:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 7:
    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.

    Towering Obelisk Card 8:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 9:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Shifting Dunes Card 1:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Shifting Dunes Card 5:
    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.

    Shifting Dunes Card 6:
    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.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 9:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

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

    Alchemical Laboratory Card 1 - Lamia Sisters:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 2 - Rolling Sphere:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Alchemical Laboratory Card 3:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 4:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Alchemical Laboratory Card 5:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

    Alchemical Laboratory Card 6:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Alchemical Laboratory Card 7:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Alchemical Laboratory Card 8:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 9:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1
    Located here: Bekah

    Hot Springs 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.

    Hot Springs Card 2:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Hot Springs Card 3:
    Falto
    Ally C

    Traits
    Human
    Rogue
    Hireling

    Check
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location. 
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Hot Springs Card 4:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Hot Springs Card 5:
    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.

    Hot Springs Card 6:
    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.

    Hot Springs Card 7:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Hot Springs Card 8:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hot Springs Card 9:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Hot Springs Card 10:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Vault of Hidden Wisdom Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Vault of Hidden Wisdom Card 2:
    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.

    Vault of Hidden Wisdom Card 3:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Vault of Hidden Wisdom Card 4:
    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.

    Vault of Hidden Wisdom Card 5:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vault of Hidden Wisdom Card 6:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 7:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Vault of Hidden Wisdom Card 8:
    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.

    Vault of Hidden Wisdom Card 9:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Vault of Hidden Wisdom Card 10:
    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.


  • Hunter, Animancer | Ukuja's spreadsheet

    Ukuja flips BoRa. He explores Vault of Hidden Wisdom

    Chain Lightning:

    Spell 3
    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Use mavaro's runewell, and my BoGozreh1
    Chain Lightning DC 10 arcane: 1d6 + 1d12 + 1d6 ⇒ (6) + (12) + (5) = 23 acquired

    Discard Reed Moccasin to explore. Lighting Storm is displayed

    Ukuja uses White Tiger to Move to Alchemical Lab

    Ukuja displays Tree Fort and Elemental Treaty next to Alchemical Lab (powers are in my skill summary

    Ukuja wrote:

    Hand: BoGozreh2, Hawkmoon Bow, Wendifisa Spear, Elk, Remove Curse, Chain Lighning (acquired),

    Deck: 14 Discard: 1 Buried: 0 Displayed: White Tiger, Leryn, Elemental Treaty, Tree Fort,
    Notes: . Treefort and elemental treaty at Alchemical Lab. feel free to use whatever.
    Cohort Skills: Acrobatics: Dex+2, Perception: Wis+2, Shirt Reroll Available: Y

    Skills/Powers/Cohorts:
    Skills:

    STRENGTH d6 []+1 []+2
    DEXTERITY d10 [X]+1 [X]+2 []+3 []+4
    Ranged: Dex+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 []+2 []+3 []+4
    Divine: Wis+1
    Survival: Wis+3
    CHARISMA d4 []+1

    Favored Card: Ally or Weapon
    Hand size 6 []7
    Light Armors, Weapons
    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the animal trait to evade a bane you encounter ( [X] or to add 1d4 plus the discarded card's adventure deck number to your combat check)( [X] or to your checks to defeat a barrier)
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    For rest of AP, when you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
    "
    Scenario Cohorts:

    White Tiger
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Acrobatics: Dex+2.
    While displayed, after you explore, if you did not encounter a monster, you may move.
    While displayed, you may put this card on top of your deck to add 1d6 to your combat check, or 2d6 if you have a role card.

    Leryn
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Perception: Wis+2
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck, if you have a role card, you may put them back in any order."
    "

    Card Descriptions:

    Hand descriptions:
    Hawkmoon Bow
    Spoiler:
    Hawkmoon Bow
    Traits: Bow, Ranged, Piercing, 2-handed, magic
    Powers: for your combat check, reveal this card to use your Dex or Ranged Skill+1d6+2. If proficient with weapons or you have the Elf trait, add another 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Wendifisa Spear
    Spoiler:
    Wendifisa Spear
    traits: Spear, melee, piercing, magic
    powers: for your combat check, reveal this card to use your strength, melee, or survival skill + 1d12+1; you may additionally discard this card to add another 1d12. If you fail this check, discard the top card of your deck.
    Elk
    Spoiler:
    Elk
    Traits: Animal, Mount
    Powers: Discard this card to evade your encounter, then you may move.
    Discard this card to explore your location. During this exploration, on your Dex and Wis checks, add 1d6.
    BoGozreh2
    Spoiler:
    BoGozreh2
    Traits: Divine, Gozreh.
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.
    Remove Curse
    Spoiler:
    Remove Curse
    Chain Lighning (acquired)
    Spoiler:
    Chain Lighning (acquired)
    Spell 3
    Traits
    Magic
    Arcane
    Attack
    Electricity
    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.


    Displayed descriptions:
    Elemental Treaty
    Spoiler:
    Elemental Treaty
    Traits: Magic, Arcane, Divine, Basic
    Powers: Display this card next to your location. While displayed, reduce Acid, Cold Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card, otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Tree Fort
    Spoiler:
    Tree Fort
    Traits: Object, Magic
    Powers: Display this card next to a location deck. While displayed, reduce all damage dealt to each character at that location by 2 if it is not that character's turn.
    While displayed, instead of the first exploration of his turn, a character may recharge a random card from his discard pile.
    When a bane at this location is undefeated, bury this card.
    "


    Mavaro spreadsheet

    Mavaro flips a blessing of the ancients. Not wanting to face the lamia sisters, he travels to vizier's hill instead. He explores and finds a galvanic chakram, displaying his deathbane light crossbow to gain the Dexterity skill help acquire it.

    Dexterity DC 8: 1d10 + 3 ⇒ (5) + 3 = 8

    He acquires the weapon, then discards his blessing of the gods to copy the blessing of the ancients, examining the next card. The cards is a curse, but is thankfully banished due to his observation. He then explores and finds another weapon, discarding his new chakram and his blessing to help acquire it.

    Dexterity DC 10: 3d10 + 3 ⇒ (1, 8, 1) + 3 = 13

    He nabs the new weapon and ends his turn.

    @GM: Vizier's Hill 1-3 removed, Weapon 1 and Weapon 3 acquired.

    Mavaro wrote:

    Hand: Advocate's Armor (traded for Harbinger Disciple), Game of Afterlife (Loot, replaces Divine Favor), Dagger of Doubling (box), Cure, Detect Thoughts, Deathgrip (Loot, replaces Flames of the Faithful),

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Notes: Can discard any card to add 1 die to any check at Mavaro's location to acquire a weapon, armor, or item. Blessings available (especially for henchmen); +1d12 non-combat from Runewell
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [X] +2 [X] +3 [ ] +4
    Disable: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: None
    Hand Size 6
    Proficient with: Light Armors, [X] Weapons
    Powers:
    When building your deck, you may treat any weapons, spells, and armors as items.
    You may discard a card to add 1 die to your check ([X] or a check by another character at your location) to acquire a weapon, an armor, or an item.
    You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence skill until the end of the turn. ([X] You may also add any of that card's traits to your checks during this turn.) At the end of the turn, recharge the displayed cards.


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Monster 2
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Monster 3
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Monster 4
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

    Powers
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.

    Barrier 2
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Barrier 3
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Barrier 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Weapon 2
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Hunga Munga
    Weapon B

    Traits
    Axe
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Weapon 5
    Spoiler:
    Icy Longspear +1
    Weapon C

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Random Spells:
    Spell 1
    Spoiler:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 2
    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 3
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    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 3
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 4
    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 5
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

    Powers
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Item 2
    Spoiler:
    Deliquescent Gloves
    Item 3

    Traits
    Accessory
    Alchemical
    Acid

    Check
    Dexterity
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Item 3
    Spoiler:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Item 4
    Spoiler:
    Key of the Second Vault
    Item C

    Traits
    Object
    Magic
    Abadar

    Check
    Disable
    Perception
    Arcane
    Divine
    10

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

    Item 5
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

    Powers
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 2
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

    Powers
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Ally 4
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 3
    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 4
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 5
    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.

    Turn: 6 Bekah/Nick

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Valeros)
    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.

    Blessings Deck Card 2 (Turn 8 Erasmus)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 3 (Turn 9 Poog)
    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 4 (Turn 10 Ukuja)
    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 11 Mavaro)
    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 6 (Turn 12 Bekah)
    Spoiler:
    The Exchange's Favor
    Favor 3

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Blessings Deck Card 7 (Turn 13 Valeros)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 14 Erasmus)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 9 (Turn 15 Poog)
    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 10 (Turn 16 Ukuja)
    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 11 (Turn 17 Mavaro)
    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 18 Bekah)
    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 13 (Turn 19 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 14 (Turn 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 15 (Turn 21 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 16 (Turn 22 Ukuja)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 17 (Turn 23 Mavaro)
    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 18 (Turn 24 Bekah)
    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 25 Valeros)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 20 (Turn 26 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 21 (Turn 27 Poog)
    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 22 (Turn 28 Ukuja)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 23 (Turn 29 Mavaro)
    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 24 (Turn 30 Bekah)
    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.

    Embalming Parlor
    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
    Located here: Valeros

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:1

    Golden Lake Card 1:
    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.

    Golden Lake Card 2:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 3:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 4:
    Blessing of the Ancients
    Blessing C

    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.

    Golden Lake Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 6:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 8:
    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.

    Golden Lake Card 9:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 10:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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

    Vizier's Hill Card 1:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Vizier's Hill Card 2:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 3:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 4:
    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.

    Vizier's Hill Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 6:
    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.

    Vizier's Hill Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Towering Obelisk Card 2:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 4:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 5:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 7:
    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.

    Towering Obelisk Card 8:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 9:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Shifting Dunes Card 1:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Shifting Dunes Card 5:
    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.

    Shifting Dunes Card 6:
    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.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 9:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

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

    Alchemical Laboratory Card 1 - Lamia Sisters:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 2 - Rolling Sphere:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Alchemical Laboratory Card 3:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 4:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Alchemical Laboratory Card 5:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

    Alchemical Laboratory Card 6:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Alchemical Laboratory Card 7:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Alchemical Laboratory Card 8:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 9:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1
    Located here: Bekah

    Hot Springs 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.

    Hot Springs Card 2:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Hot Springs Card 3:
    Falto
    Ally C

    Traits
    Human
    Rogue
    Hireling

    Check
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location. 
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Hot Springs Card 4:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Hot Springs Card 5:
    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.

    Hot Springs Card 6:
    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.

    Hot Springs Card 7:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Hot Springs Card 8:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hot Springs Card 9:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Hot Springs Card 10:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Vault of Hidden Wisdom Card 1:
    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.

    Vault of Hidden Wisdom Card 2:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Vault of Hidden Wisdom Card 3:
    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.

    Vault of Hidden Wisdom Card 4:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vault of Hidden Wisdom Card 5:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 6:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Vault of Hidden Wisdom Card 7:
    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.

    Vault of Hidden Wisdom Card 8:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Vault of Hidden Wisdom Card 9:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

  • Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    With the Blessing of the Elements on the rise, Bekah begins exploring the Hot Springs. Rising from the steam are some ancient spirits with a friendly demeanor. Display Glibness to increase Charisma checks by 3.

    Divine 3: 1d8 + 7 ⇒ (1) + 7 = 8 Blessing of the Ancients acquired.

    Bekah welcomes the ancestor spirits' aid, and follows their advice. Discard Blessing of the Ancients to examine top card of location deck, then explore; because the top card of the Blessing deck discard pile has the Basic trait, Blessing of the Ancients is recharged instead of discarded. The spirits reveal a strange feather floating in the steam.

    Divine 5: 1d8 + 7 ⇒ (7) + 7 = 14 Feather of Maat acquired by 6 or more, banish that boon to summon and encounter the first random item that has a higher adventure deck number - Anubis Staff (random item #1)

    Arcane 6: 1d8 + 7 ⇒ (1) + 7 = 8 Anubis Staff acquired.

    Bekah identifies the feather as a magical relic and trades it to another occupant of the hot springs for a magical staff. Bekah takes off her Sun Falcon Pectoral to better maneuver through the hot springs. Recharge Sun Falcon Pectoral to explore. She meets Falto, a rogue who came to the hot springs to relax.

    Diplomacy 10: 1d8 + 9 ⇒ (7) + 9 = 16 Falto acquired by 6 or more, banish that boon to summon and encounter the first random ally that has a higher adventure deck number - Idorii (random ally #2)

    Diplomacy 9: 1d8 + 9 ⇒ (5) + 9 = 14 Idorii acquired.

    Falto introduces Bekah to Idorii, who immediately hits it off with the bard. The half-elf agrees to look ahead on Bekah's behalf. Discard Idorii to explore. Idorii returns with a buckler.

    Fortitude 6: 1d8 + 2 ⇒ (7) + 2 = 9 Burglar's Buckler acquired.

    Bekah identifies the buckler as a valuable tool and stores it in her pack. She then sends her troubadour ahead further. Discard Troubadour to explore. A Bonecrusher wizard springs forth out of the steam! Before you act, Bonecrusher wizard deals 1 Cold damage - Recharge Akhentepi's Armor to ignore a non-villain bane's power that happens before you act. Reveal Deathbane Light Crossbow +1 for combat check.

    Combat 9: 2d8 + 1 ⇒ (3, 6) + 1 = 10 Bonecrusher wizard defeated; after you act, the Bonecrusher Wizard deals 1 Poison damage to you. Discard Anubis Staff as damage.

    Bekah's armor takes the hit from the bonecrusher's surprise attack. Bekah then shoots the wizard with her crossbow, killing it but activating a defensive spell that forces her to abandon her new staff. She takes a moment to rest and recover from the fight. Draw up to 6, end turn.

    Recharge Divine 8: 1d8 + 4 ⇒ (4) + 4 = 8 Glibness recharged.
    Random card from Discard: 1d3 ⇒ 3 Anubis Staff recharged from discard.

    Bekah wrote:

    Hand: Deathbane Light Crossbow +1, Burglar's Buckler (box), Hand of the Honest Man (loot), Charm Person, Short Sword +1, Lightning Touch,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Notes: If you fight an undead feel free to use my crossbow for +1d8.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [X] +1 [X] +2 [X] +3
    Arcane: Charisma +1
    Diplomacy: Charisma +3
    Divine: Charisma +1

    Favored Card: Your Choice
    Hand Size 5 [X] 6
    Proficient with: Light Armors, Weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck
    You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1


    @GM: Hot Springs cards 1-4 acquired (cards 2 & 3 replaced with random item 1 and random ally 2, respectively), card 5 defeated.


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 2
    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 3
    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 4
    Spoiler:
    Plague Zombie
    Monster 1

    Traits
    Undead
    Elite

    Check
    Combat
    11

    Powers
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Monster 5
    Spoiler:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Random Barriers:
    Barrier 1
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Barrier 2
    Spoiler:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

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

    Barrier 3
    Spoiler:
    Alchemical Gas
    Barrier C

    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 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:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Poisoned Sand Tube
    Weapon B

    Traits
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    Knowledge
    Ranged
    6

    Powers
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

    Weapon 2
    Spoiler:
    Icy Longspear +1
    Weapon C

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Weapon 5
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

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

    Spell 4
    Spoiler:
    Symbol of Pain
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

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

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 4
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Random Items:
    Item 1
    Spoiler:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

    Powers
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Item 2
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

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

    Item 3
    Spoiler:
    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 4
    Spoiler:
    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.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

    Powers
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 2
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 3
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Ally 4
    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 5
    Spoiler:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    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 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 3
    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 4
    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.

    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: 7 Valeros/yamasaki

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    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.


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 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 2 (Turn 9 Poog)
    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 3 (Turn 10 Ukuja)
    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 4 (Turn 11 Mavaro)
    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 5 (Turn 12 Bekah)
    Spoiler:
    The Exchange's Favor
    Favor 3

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Blessings Deck Card 6 (Turn 13 Valeros)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 14 Erasmus)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 8 (Turn 15 Poog)
    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 16 Ukuja)
    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 10 (Turn 17 Mavaro)
    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 11 (Turn 18 Bekah)
    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 12 (Turn 19 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 13 (Turn 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 14 (Turn 21 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 15 (Turn 22 Ukuja)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 16 (Turn 23 Mavaro)
    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 17 (Turn 24 Bekah)
    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 18 (Turn 25 Valeros)
    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 26 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 20 (Turn 27 Poog)
    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 21 (Turn 28 Ukuja)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 22 (Turn 29 Mavaro)
    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 23 (Turn 30 Bekah)
    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.

    Embalming Parlor
    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
    Located here: Valeros

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:1

    Golden Lake Card 1:
    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.

    Golden Lake Card 2:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 3:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 4:
    Blessing of the Ancients
    Blessing C

    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.

    Golden Lake Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 6:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 8:
    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.

    Golden Lake Card 9:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 10:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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

    Vizier's Hill Card 1:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Vizier's Hill Card 2:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 3:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 4:
    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.

    Vizier's Hill Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 6:
    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.

    Vizier's Hill Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Towering Obelisk Card 2:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 4:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 5:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 7:
    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.

    Towering Obelisk Card 8:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 9:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Shifting Dunes Card 1:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Shifting Dunes Card 5:
    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.

    Shifting Dunes Card 6:
    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.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 9:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

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

    Alchemical Laboratory Card 1 - Lamia Sisters:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 2 - Rolling Sphere:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Alchemical Laboratory Card 3:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 4:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Alchemical Laboratory Card 5:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

    Alchemical Laboratory Card 6:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Alchemical Laboratory Card 7:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Alchemical Laboratory Card 8:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 9:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
    Located here: Bekah

    Hot Springs Card 1:
    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.

    Hot Springs Card 2:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Hot Springs Card 3:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hot Springs Card 4:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Hot Springs Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Vault of Hidden Wisdom Card 1:
    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.

    Vault of Hidden Wisdom Card 2:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Vault of Hidden Wisdom Card 3:
    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.

    Vault of Hidden Wisdom Card 4:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vault of Hidden Wisdom Card 5:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 6:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Vault of Hidden Wisdom Card 7:
    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.

    Vault of Hidden Wisdom Card 8:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Vault of Hidden Wisdom Card 9:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

  • Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    Just realized I recharged a card from my discard (Anubis Staff) incorrectly (only applies to when the location is permanently closed) and needed to discard my crossbow after using it in combat, per the Hot Springs location ability. Corrected hand shown below:

    Bekah wrote:

    Hand: Cure, Burglar's Buckler (box), Hand of the Honest Man (loot), Charm Person, Short Sword +1, Lightning Touch,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [X] +1 [X] +2 [X] +3
    Arcane: Charisma +1
    Diplomacy: Charisma +3
    Divine: Charisma +1

    Favored Card: Your Choice
    Hand Size 5 [X] 6
    Proficient with: Light Armors, Weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck
    You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1


    Spreadsheet

    The hour is Maat and V moves to the Golden Lake. He sees a scroll. Intelligence 6: 1d6 ⇒ 5 Almost but not quite. Banished Good Omen.

    He uses his Staff of Minor Healing to heal (random card BoGorum).

    May recharge this number of cards: 1d4 + 1 ⇒ (2) + 1 = 3 Recharged Speak with Dead. Redraws to hand size 5 and ends turn.

    Valeros wrote:

    Hand: Hide Armor of Fire Resistance, Topaz of Strength, Natron Fang, Trident +2, Blessing of Cayden Cailean,

    Displayed:
    Deck: 12 Discard: 1 Buried: 1
    Notes:
    Die Bumps: 0 Reroll Perk Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [] +3 [] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 []+1 [] +2 [] +3
    Fortitude: Constitution +1
    INTELLIGENCE d6 [] +1
    WISDOM d4 [] +1 [] +2
    CHARISMA d8 [x] +1 [] +2 [] +3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [x] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([x] or shuffle it into your deck) instead.


    Spirit Relative Nissa:
    Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
    Erasmus deck Add 1d4 to checks that use any skill marked on the cohort spirit relatives at my loc for others

    It is the hour of the ancients

    Erasmus recharges his spell and with the guidance of Nissa takes on the lamia sisters

    str d6+1 +2 from recharge +1d4 +3 spirit relatives and 1d8+1 missing eye

    combat 14: 1d8 + 1d6 + 1d4 + 6 ⇒ (7) + (5) + (4) + 6 = 22

    recharging missing eye for the second check adds 1d6+3

    combat 16: 1d8 + 1d6 + 1d4 + 6 + 1d6 + 3 ⇒ (4) + (4) + (2) + 6 + (4) + 3 = 23

    Acid damage 1d4 ⇒ 3

    So bury stalkers armour to prevent 2 damage to Erasmus that the tree fort handles for Ukuja

    Going to recharge Kami medium and Ukujas blessing of gozreh to close not taking any chances

    int 8: 3d8 + 1d6 + 2 ⇒ (3, 7, 6) + (6) + 2 = 24

    Recharge sign of the stranger to encounter 1 Healing potion 2 canteen 3 third alchemical item
    1d3 ⇒ 1

    intelligence 5/6 or ?: 1d8 + 2 ⇒ (4) + 2 = 6

    Erasmus wrote:

    Hand: Sign of the pack 2, Healing potion, Mindblade, Sign of the rider, Helpful Haversack, Spear of watchful guardian,

    Displayed:
    Spirit Relative Nissa:
    Add 1d4 + 3 to skills Strength, Melee Strength,Fortitude Constitution
    ,
    Deck: 13 Discard: 0 Buried: 1
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [X2]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Inteligence d8 [ ] +1 [ ] +2 [ ]+3
    Wisdom d6 [X1 ] +1 [ ] +2
    Perception: Wisdom +3
    Charisma d8 [X3] +1 [ ] +2 [ ]+3
    Arcane Charisma +1

    Favored Card: Your choice
    Hand Size 5 [X2]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 ( [X1] plus one ) the number of cards recharged to your checks until the end of the turn
    [X3 ] Add 1d4 to another character at your locations checks that use any skill marked on the cohort spirit relatives
    Spirit Relatives If you do not have a role card display this side up and place a marker on one of the circles below While displayed you gain each marked skill and add 1d4 plus the scenarios adventure deck number to your check using the marked skills


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 3
    Spoiler:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.

    Monster 4
    Spoiler:
    Blasphemous Priest
    Monster B

    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.

    Monster 5
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 2
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 3
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

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

    Barrier 4
    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 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:
    Fighting Crook
    Weapon C

    Traits
    Club
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons,  you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait. 
    After you act, reveal an armor or you are dealt 1 combat damage.

    Weapon 2
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 3
    Spoiler:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 4
    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 5
    Spoiler:
    Hunga Munga
    Weapon B

    Traits
    Axe
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    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:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    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 Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Armor 4
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 5
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    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 2
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    Item 3
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Item 4
    Spoiler:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Item 5
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Ally 2
    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 3
    Spoiler:
    Caravan Guard
    Ally B

    Traits
    Human
    Hireling
    Elite

    Check
    Bury an armor

    OR
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    Ally 4
    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 5
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    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 2
    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 3
    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 4
    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.

    Blessing 5
    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.

    Turn: 9 Poog/Redelia

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    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 Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Ukuja)
    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 11 Mavaro)
    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 3 (Turn 12 Bekah)
    Spoiler:
    The Exchange's Favor
    Favor 3

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Blessings Deck Card 4 (Turn 13 Valeros)
    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 14 Erasmus)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 6 (Turn 15 Poog)
    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 7 (Turn 16 Ukuja)
    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 8 (Turn 17 Mavaro)
    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 9 (Turn 18 Bekah)
    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 19 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 11 (Turn 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 12 (Turn 21 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 22 Ukuja)
    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 14 (Turn 23 Mavaro)
    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 15 (Turn 24 Bekah)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 16 (Turn 25 Valeros)
    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 17 (Turn 26 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 18 (Turn 27 Poog)
    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 28 Ukuja)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 20 (Turn 29 Mavaro)
    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 21 (Turn 30 Bekah)
    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.

    Embalming Parlor
    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

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Valeros

    Golden Lake Card 1:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 2:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 3:
    Blessing of the Ancients
    Blessing C

    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.

    Golden Lake Card 4:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 5:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 7:
    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.

    Golden Lake Card 8:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 9:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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

    Vizier's Hill Card 1:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Vizier's Hill Card 2:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 3:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 4:
    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.

    Vizier's Hill Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 6:
    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.

    Vizier's Hill Card 7:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Towering Obelisk Card 2:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 4:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 5:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 7:
    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.

    Towering Obelisk Card 8:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 9:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Shifting Dunes Card 1:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Shifting Dunes Card 5:
    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.

    Shifting Dunes Card 6:
    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.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 9:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
    Closed
    Located here: Erasmus, Ukuja
    Notes: Canteen, Twitch Tonic

    Alchemical Laboratory Card 1:
    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.

    Alchemical Laboratory Card 2:
    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.

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
    Located here: Bekah

    Hot Springs Card 1:
    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.

    Hot Springs Card 2:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Hot Springs Card 3:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hot Springs Card 4:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Hot Springs Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Vault of Hidden Wisdom Card 1:
    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.

    Vault of Hidden Wisdom Card 2:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Vault of Hidden Wisdom Card 3:
    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.

    Vault of Hidden Wisdom Card 4:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vault of Hidden Wisdom Card 5:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 6:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Vault of Hidden Wisdom Card 7:
    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.

    Vault of Hidden Wisdom Card 8:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Vault of Hidden Wisdom Card 9:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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


  • Hunter, Animancer | Ukuja's spreadsheet

    Acid damage: 1d4 ⇒ 1 reduced by elemental treaty.
    Elemental treaty DC 6 divine: 1d10 + 2 ⇒ (5) + 2 = 7 recharged

    BR-Tree Fort stays displayed at alchemical lab. May be important with lightning storm displayed at vault of hidden wisdom. As far as I can tell there's no way for me to recover this card once it is played.


    I made an assumption about Tree Fort, but I guess I was wrong. :) I'll put it back in the next update.


    A hungry fog appears and tries to eat the wise little goblin!
    He prays to Hadregash for aid.

    wis, DC 10: 2d10 + 2 ⇒ (4, 7) + 2 = 13

    Poog wrote:

    Hand: Blessing of the Gobs 2, Restorative Touch, Frilled Lizard, Blessing of the Gobs 1, Burning Snot 1,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Notes: blessing available, reroll not used
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([x] or 2 random cards) from her discard pile into her deck
    Add 1d6 ([X]+1) to your check that involves the animal or fire trait.
    After you bury, discard, recharge, or reveal a boon that has the animal trait for its power, banish it, then you may ([x ]recharge a random card from your discard pile and) draw a card.


    Hunter, Animancer | Ukuja's spreadsheet
    BR Mork wrote:
    I made an assumption about Tree Fort, but I guess I was wrong. :) I'll put it back in the next update.

    Yeah...me too. I'm not sure I'm going to keep it since I didn't realize that when I took it.

    Ukuja flips BoThoth

    At start of turn he examines top card of Alchemical lab (leryn)

    Give Erasmus Chain Lightning

    Chain Lightning:
    "Spell 3
    Traits
    Magic
    Arcane
    Attack
    Electricity
    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead."

    He moves to Vault of Hidden Wisdom and explores. Final Nights

    Final Nights:
    Final Nights
    Barrier 1
    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Hm...straight rolling it
    Final Nights DC 7 wis: 1d10 + 1 ⇒ (8) + 1 = 9 banished
    Location DC 7 perception: 1d10 + 3 ⇒ (6) + 3 = 9 Free explore. Djinni Quarterstaff

    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.

    Djinni Quarterstaff DC 8 divine: 1d10 + 2 ⇒ (6) + 2 = 8 acquired

    Use Elk to explore. +1d6 to Dex and Wis checks this exploration. Henchman

    Silver Chain Smuggler:

    Henchman Monster 2
    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Fail BYA - discard Djinni Quarterstaff

    Use Hawkmoon269 Bow
    Silver Chain Smuggler DC 12 combat: 1d10 + 4 + 2d6 + 2 ⇒ (8) + 4 + (4, 6) + 2 = 24 defeated
    AYA examine top card - Volanic Storm (boon) which gets banished.

    Well..decking this location out might be preferable over lightning storm moving around. I can't move after killing a monster so I'd need to keep exploring if I want the lightning storm to stay put...going for it

    Ukuja does not attempt to close.
    Location DC 7 perception: 1d10 + 3 ⇒ (6) + 3 = 9 Free explore. Ambush

    Ambush:
    Ambush
    Barrier 2
    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.


    Ambush DC 12 Acrobatics: 1d10 + 4 ⇒ (9) + 4 = 13 defeated, free explore. BoneCrusher Wizard

    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.

    Of course I don't have my tank cohort anymore. Oh well.
    Discard Wendifisa spear for BYA damage

    Use Hawkmoon269 Bow for combat
    Bonecrusher Wizard DC 9 combat: 1d10 + 4 + 2d6 + 2 ⇒ (10) + 4 + (1, 1) + 2 = 18 defeated
    AYA discard Remove Curse
    Location DC 7 perception: 1d10 + 3 ⇒ (3) + 3 = 6

    Discard BoGozreh to explore again. Mumia

    Mumia:

    Item 2
    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Can't acquire. banished

    Out of explorations. Move back to Alchemical Lab

    Recharge Elk (power feat), reset hand and end turn

    Ukuja wrote:

    Hand: Frilled Lizard, Hawkmoon269 Bow, BoAchaekek, Thylacine, Cloud Puff, BoAbadar,

    Deck: 11 Discard: 5 Buried: 0 Displayed: White Tiger, Leryn, Tree Fort,
    Notes: feel free to use whatever.
    Cohort Skills: Acrobatics: Dex+2, Perception: Wis+2, Shirt Reroll Available: Y

    Skills/Powers/Cohorts:
    Skills:

    STRENGTH d6 []+1 []+2
    DEXTERITY d10 [X]+1 [X]+2 []+3 []+4
    Ranged: Dex+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 []+2 []+3 []+4
    Divine: Wis+1
    Survival: Wis+3
    CHARISMA d4 []+1

    Favored Card: Ally or Weapon
    Hand size 6 []7
    Light Armors, Weapons
    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the animal trait to evade a bane you encounter ( [X] or to add 1d4 plus the discarded card's adventure deck number to your combat check)( [X] or to your checks to defeat a barrier)
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    For rest of AP, when you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
    "
    Scenario Cohorts:

    White Tiger
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Acrobatics: Dex+2.
    While displayed, after you explore, if you did not encounter a monster, you may move.
    While displayed, you may put this card on top of your deck to add 1d6 to your combat check, or 2d6 if you have a role card.

    Leryn
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Perception: Wis+2
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck, if you have a role card, you may put them back in any order."
    "

    Card Descriptions:

    Hand descriptions:
    Hawkmoon Bow
    Spoiler:
    Hawkmoon Bow
    Traits: Bow, Ranged, Piercing, 2-handed, magic
    Powers: for your combat check, reveal this card to use your Dex or Ranged Skill+1d6+2. If proficient with weapons or you have the Elf trait, add another 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Cloud Puff
    Spoiler:
    Cloud Puff
    Traits: Plant, Alchemical, Basic
    Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the check, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
    While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.
    Frilled Lizard
    Spoiler:
    Frilled Lizard
    traits: animal, basic.
    Powers: discard this card to add 2d4 to your check against a bane that has the veteran trait.
    Discard this card to explore your location.
    Thylacine
    Spoiler:
    Thylacine
    Traits: Animal
    Powers: Discard this card to evade a mosnter you encounter; if the monster's Adventure deck number is lower than the scenario's adventure deck number, you may put the monster on top or bottom of it's location deck.
    Discard this card to explore your location. During t his exploration, add 1d6 to your first combat or stealth check.
    BoAchaekek
    Spoiler:
    BoAchaekek
    Traits: Divine, Achaekek
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 diece to any check to defeat a villain or a henchman.
    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.
    BoAbadar
    Spoiler:
    BoAbadar
    Traits: Divine, Abadar
    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.

    Displayed descriptions:
    Tree Fort
    Spoiler:
    Tree Fort
    Traits: Object, Magic
    Powers: Display this card next to a location deck. While displayed, reduce all damage dealt to each character at that location by 2 if it is not that character's turn.
    While displayed, instead of the first exploration of his turn, a character may recharge a random card from his discard pile.
    When a bane at this location is undefeated, bury this card.
    "

    Blessing left at Vault of Hidden Wisdom, I'll move there on my next turn and close the location, then move away so Lightning storm doesn't move to another location

    BR-
    Acquired Djinni Quarterstaff and banished almost everything else in the Vault except the last card that is now the only card left. I moved back to Alchemical Lab


    Mavaro spreadsheet

    Mavaro flips a blessing of Wadjet, displays his Detect Thoughts spell, and casts Cure on himself.

    Cure: 1d4 + 1 ⇒ (4) + 1 = 5
    Recharge DC 8: 1d10 + 3 ⇒ (1) + 3 = 4 Nope.

    He explores and encounters a guecubu, using his Deathgrip spell to dispatch it.

    Combat DC 15: 1d10 + 2d8 + 3 ⇒ (7) + (7, 1) + 3 = 18 After you act power negated by Deathgrip.
    Recharge DC 10: 1d10 + 3 ⇒ (7) + 3 = 10

    With no explorations remaining, he ends his turn.

    Mavaro wrote:

    Hand: Advocate's Armor (traded for Harbinger Disciple), Game of Afterlife (Loot, replaces Divine Favor), Dagger of Doubling (box), Runewell's Echo, Blessing of Abadar, Fortified Leather Armor,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Notes: Can discard any card to add 1 die to any check at Mavaro's location to acquire a weapon, armor, or item. Blessings available (especially for henchmen); +1d12 non-combat from Runewell
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [X] +2 [X] +3 [ ] +4
    Disable: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: None
    Hand Size 6
    Proficient with: Light Armors, [X] Weapons
    Powers:
    When building your deck, you may treat any weapons, spells, and armors as items.
    You may discard a card to add 1 die to your check ([X] or a check by another character at your location) to acquire a weapon, an armor, or an item.
    You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence skill until the end of the turn. ([X] You may also add any of that card's traits to your checks during this turn.) At the end of the turn, recharge the displayed cards.


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Caryatid Column
    Monster 1

    Traits
    Construct
    Elite

    Check
    Combat
    10

    Powers
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Monster 2
    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 3
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 4
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 5
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.

    Barrier 2
    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 3
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 4
    Spoiler:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Barrier 5
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Hunga Munga
    Weapon B

    Traits
    Axe
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Weapon 2
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 3
    Spoiler:
    Twin Serpent Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Nethys
    Elite

    Check
    Strength
    Melee
    Arcane
    9

    Powers
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Fire Kukri +1
    Weapon 1

    Traits
    Knife
    Melee
    Slashing
    Fire
    Magic
    Elite

    Check
    Strength
    Melee
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 5
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Random Spells:
    Spell 1
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

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

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 4
    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 5
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Ghost Battling Ring
    Item B

    Traits
    Accessory
    Magic
    Pharasma
    Veteran

    Check
    Arcane
    Divine
    Knowledge
    8

    Powers
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 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:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Item 4
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

    Powers
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Item 5
    Spoiler:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Random Allies:
    Ally 1
    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.

    Ally 2
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

    Powers
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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.

    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 C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 4
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessing 5
    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.

    Turn: 12 Bekah/Nick

    Top of Blessing Discard Pile: The Exchange's Favor

    Top Blessing:
    The Exchange's Favor
    Favor 3

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Valeros)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 14 Erasmus)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 3 (Turn 15 Poog)
    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 16 Ukuja)
    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 17 Mavaro)
    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 6 (Turn 18 Bekah)
    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 7 (Turn 19 Valeros)
    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 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 9 (Turn 21 Poog)
    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 22 Ukuja)
    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 11 (Turn 23 Mavaro)
    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 12 (Turn 24 Bekah)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 25 Valeros)
    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 26 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 27 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 16 (Turn 28 Ukuja)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 17 (Turn 29 Mavaro)
    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 18 (Turn 30 Bekah)
    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.

    Embalming Parlor
    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

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Valeros

    Golden Lake Card 1:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 2:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 3:
    Blessing of the Ancients
    Blessing C

    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.

    Golden Lake Card 4:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 5:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 7:
    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.

    Golden Lake Card 8:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 9:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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

    Vizier's Hill Card 1:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 2:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 3:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill Card 4:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 5:
    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.

    Vizier's Hill Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 2:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 3:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 4:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 5:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 6:
    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.

    Towering Obelisk Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 8:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

    Shifting Dunes Card 1:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Shifting Dunes Card 5:
    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.

    Shifting Dunes Card 6:
    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.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 9:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
    Closed
    Located here: Erasmus, Ukuja
    Notes: Canteen, Twitch Tonic
    Tree Fort displayed (Ukuja)

    Alchemical Laboratory Card 1 - Canteen:
    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.

    Alchemical Laboratory Card 2:
    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.

    Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    For the rest of the scenario, at the end of your turn, you may recharge a random card from your discard pile.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
    Located here: Bekah

    Hot Springs Card 1:
    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.

    Hot Springs Card 2:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Hot Springs Card 3:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hot Springs Card 4:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Hot Springs Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Vault of Hidden Wisdom Card 1:
    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.

  • Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    Representatives from the Exchange faction, impressed with Bekah's ability to acquire resources during her investigation of the Hot Springs, offer her some additional backup. Bekah chooses Blessing for her acquire attempt - the first Blessing 3 to come up in the Random Blessings list is Random Blessing #4, Blessing of Isis.

    Divine 7: 1d8 + 4 ⇒ (6) + 4 = 10 Blessing of Isis acquired.

    With the divine blessing offered by the Exchange in her corner, Bekah continues exploring the Hot Springs. She encounters another shrine shimmering with divine radiance.

    Divine 6: 1d8 + 4 ⇒ (6) + 4 = 10 Blessing of Maat acquired.

    Bekah channels the divine spirit of Maat, then uses the blessing from the Exchange to get a second wind and continue on. Discard Blessing of Isis to explore. Suddenly, Muhlia al-Jakri leaps from the mist!

    Pause for temporary close checks.


    Mavaro spreadsheet

    Mavaro discards his leather armor for damage.

    Intelligence DC 6: 1d10 + 3 ⇒ (6) + 3 = 9

    Vizier's Hill is closed.


    Spreadsheet

    Graven Guardian of Nethys:
    Graven Guardian of Nethys
    Henchman Monster 1

    Traits
    Construct
    Nethys
    Inquisitor
    Veteran

    Check
    Arcane
    Divine
    9
    OR
    Combat
    12

    Powers
    The Graven Guardian of Nethys is immune to the Mental and Poison traits.
    The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
    You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 12+3=15 discarding (shuffling back to deck) Trident +2: 1d10 + 2d8 + 7 ⇒ (5) + (5, 8) + 7 = 25 Graven Guardian of Nethys defeated, Golden Lake temporarily closed.

    Valeros wrote:

    Hand: Hide Armor of Fire Resistance, Topaz of Strength, Natron Fang, Blessing of Cayden Cailean,

    Displayed:
    Deck: 13 Discard: 1 Buried: 1
    Notes:
    Die Bumps: 0 Reroll Perk Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [] +3 [] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 []+1 [] +2 [] +3
    Fortitude: Constitution +1
    INTELLIGENCE d6 [] +1
    WISDOM d4 [] +1 [] +2
    CHARISMA d8 [x] +1 [] +2 [] +3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [x] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([x] or shuffle it into your deck) instead.


    Poog fights an Aghash to block off the Towering Obelisk. "This is Poog's obelisk!" he shouts to no one in particular.

    Aghash:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Asking Ukuja for a blessing, who then heals two cards.
    Divine 8+3=11: 1d10 + 5 + 1d10 ⇒ (8) + 5 + (3) = 16 Defeated, guarded.


    Hunter, Animancer | Ukuja's spreadsheet

    Ukuja uses BoAchaekek on poog.
    Heals Wendifsa spear and BoGozreh

    Ukuja wrote:

    Hand: Frilled Lizard, Hawkmoon269 Bow, Thylacine, Cloud Puff, BoAbadar,

    Deck: 13 Discard: 4 Buried: 0 Displayed: White Tiger, Leryn, Tree Fort,
    Notes: probably need to save BoAbadar for when I try to close Vault next turn but feel free to use if needed. feel free to use whatever.
    Cohort Skills: Acrobatics: Dex+2, Perception: Wis+2, Shirt Reroll Available: Y

    Skills/Powers/Cohorts:
    Skills:

    STRENGTH d6 []+1 []+2
    DEXTERITY d10 [X]+1 [X]+2 []+3 []+4
    Ranged: Dex+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 []+2 []+3 []+4
    Divine: Wis+1
    Survival: Wis+3
    CHARISMA d4 []+1

    Favored Card: Ally or Weapon
    Hand size 6 []7
    Light Armors, Weapons
    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the animal trait to evade a bane you encounter ( [X] or to add 1d4 plus the discarded card's adventure deck number to your combat check)( [X] or to your checks to defeat a barrier)
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    For rest of AP, when you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
    "
    Scenario Cohorts:

    White Tiger
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Acrobatics: Dex+2.
    While displayed, after you explore, if you did not encounter a monster, you may move.
    While displayed, you may put this card on top of your deck to add 1d6 to your combat check, or 2d6 if you have a role card.

    Leryn
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Perception: Wis+2
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck, if you have a role card, you may put them back in any order."
    "

    Card Descriptions:

    Hand descriptions:
    Hawkmoon269 Bow
    Spoiler:
    Hawkmoon269 Bow
    Traits: Bow, Ranged, Piercing, 2-handed, magic
    Powers: for your combat check, reveal this card to use your Dex or Ranged Skill+1d6+2. If proficient with weapons or you have the Elf trait, add another 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Cloud Puff
    Spoiler:
    Cloud Puff
    Traits: Plant, Alchemical, Basic
    Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the check, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
    While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.
    Frilled Lizard
    Spoiler:
    Frilled Lizard
    traits: animal, basic.
    Powers: discard this card to add 2d4 to your check against a bane that has the veteran trait.
    Discard this card to explore your location.
    Thylacine
    Spoiler:
    Thylacine
    Traits: Animal
    Powers: Discard this card to evade a mosnter you encounter; if the monster's Adventure deck number is lower than the scenario's adventure deck number, you may put the monster on top or bottom of it's location deck.
    Discard this card to explore your location. During t his exploration, add 1d6 to your first combat or stealth check.
    BoAbadar
    Spoiler:
    BoAbadar
    Traits: Divine, Abadar
    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.

    Displayed descriptions:
    Tree Fort
    Spoiler:
    Tree Fort
    Traits: Object, Magic
    Powers: Display this card next to a location deck. While displayed, reduce all damage dealt to each character at that location by 2 if it is not that character's turn.
    While displayed, instead of the first exploration of his turn, a character may recharge a random card from his discard pile.
    When a bane at this location is undefeated, bury this card.
    "

    Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    First, Muhlia al-Jakri attempts to poison Bekah. The bard asks Mavaro for divine aid and channels her electricity magic to attempt to dodge Muhlia's poisoned crossbow bolt. Recharge Lightning Touch for additional 1d4+1 and discard Mavaro's Runewell Echo for additional 1d12 on BYA check.

    Wisdom 9: 1d6 + 1d12 + 1d4 + 1 ⇒ (1) + (6) + (2) + 1 = 10 No poison damage.

    Bekah ducks out of the way, but is now faced with the daunting task of facing Muhlia herself. Discard Short Sword +1 (Finesse trait), recharge Cure, discard Mavaro's Blessing of Abadar, Valeros' Blessing of Cayden Cailean, Erasmus' Sign of the Rider, Ukuja's Blessing of Achaekek (if he retrospectively uses his BoAbadar on Poog's check) for total of 6d8+2d6+1d4+3 on Combat check; DC to defeat increased by 5 (number of characters at other locations) and check takes a -18 penalty (-2 per die) because I don't have Perception or Stealth.

    Combat 21: 6d8 + 2d6 + 1d4 - 15 ⇒ (4, 2, 7, 6, 1, 8) + (2, 1) + (1) - 15 = 17
    Reroll from Ukuja to reroll d8 that came up as 1: 1d8 ⇒ 5 Total = 21

    With grit, divine grace from her companions, and a little bit of luck, Bekah manages to fight off the villain! Muhlia al-Jakri flees, and a breathless Bekah sets up a secure perimeter around the Hot Springs before taking a dip to relax. Draw up to 6, end turn; permanently closed Hot Springs recharges 1 random card from discard.

    Bekah wrote:

    Hand: Blessing of Milani, Burglar's Buckler (box), Hand of the Honest Man (loot), Charm Person, Cook, Blessing of Maat (box),

    Displayed:
    Deck: 14 Discard: 5 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [X] +1 [X] +2 [X] +3
    Arcane: Charisma +1
    Diplomacy: Charisma +3
    Divine: Charisma +1

    Favored Card: Your Choice
    Hand Size 5 [X] 6
    Proficient with: Light Armors, Weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck
    You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1


    Spreadsheet

    Val uses Blessing of Cayden Cailean on Bekah's check.

    It is the hour of the Ancients and Valeros continues his exploration of the Golden Lake. He springs a trap (Corridor Spring Trap Dex 6+6=12 autofail but recharging Topaz of Strength nonetheless) and takes Ranged Damage: 1d4 ⇒ 1. His Hide Armor blocks the minimal damage (recharged).

    Valeros wrote:

    Hand: Runewell's Echo, Elven Breastplate, Natron Fang, Quartermaster, Blessing of Gorum,

    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    Notes: Feel free to use my blessings.
    Die Bumps: 0 Reroll Perk Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [] +3 [] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 []+1 [] +2 [] +3
    Fortitude: Constitution +1
    INTELLIGENCE d6 [] +1
    WISDOM d4 [] +1 [] +2
    CHARISMA d8 [x] +1 [] +2 [] +3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [x] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([x] or shuffle it into your deck) instead.


    Hunter, Animancer | Ukuja's spreadsheet

    retcon - discard BoAbadar for Poog.
    Then use BoAchakek for Bekah

    Ukuja wrote:

    Hand: Frilled Lizard, Hawkmoon269 Bow, Thylacine, Cloud Puff,

    Deck: 13 Discard: 5 Buried: 0 Displayed: White Tiger, Leryn, Tree Fort,
    Notes: feel free to use whatever.
    Cohort Skills: Acrobatics: Dex+2, Perception: Wis+2, Shirt Reroll Available: Y

    Skills/Powers/Cohorts:
    Skills:

    STRENGTH d6 []+1 []+2
    DEXTERITY d10 [X]+1 [X]+2 []+3 []+4
    Ranged: Dex+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 []+2 []+3 []+4
    Divine: Wis+1
    Survival: Wis+3
    CHARISMA d4 []+1

    Favored Card: Ally or Weapon
    Hand size 6 []7
    Light Armors, Weapons
    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the animal trait to evade a bane you encounter ( [X] or to add 1d4 plus the discarded card's adventure deck number to your combat check)( [X] or to your checks to defeat a barrier)
    [X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    For rest of AP, when you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
    "
    Scenario Cohorts:

    White Tiger
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Acrobatics: Dex+2.
    While displayed, after you explore, if you did not encounter a monster, you may move.
    While displayed, you may put this card on top of your deck to add 1d6 to your combat check, or 2d6 if you have a role card.

    Leryn
    Traits: Animal
    Powers: Display this card. While displayed, you gain the skill Perception: Wis+2
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck, if you have a role card, you may put them back in any order."
    "

    Card Descriptions:

    Hand descriptions:
    Hawkmoon269 Bow
    Spoiler:
    Hawkmoon269 Bow
    Traits: Bow, Ranged, Piercing, 2-handed, magic
    Powers: for your combat check, reveal this card to use your Dex or Ranged Skill+1d6+2. If proficient with weapons or you have the Elf trait, add another 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Cloud Puff
    Spoiler:
    Cloud Puff
    Traits: Plant, Alchemical, Basic
    Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the check, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
    While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.
    Frilled Lizard
    Spoiler:
    Frilled Lizard
    traits: animal, basic.
    Powers: discard this card to add 2d4 to your check against a bane that has the veteran trait.
    Discard this card to explore your location.
    Thylacine
    Spoiler:
    Thylacine
    Traits: Animal
    Powers: Discard this card to evade a mosnter you encounter; if the monster's Adventure deck number is lower than the scenario's adventure deck number, you may put the monster on top or bottom of it's location deck.
    Discard this card to explore your location. During t his exploration, add 1d6 to your first combat or stealth check.

    Displayed descriptions:
    Tree Fort
    Spoiler:
    Tree Fort
    Traits: Object, Magic
    Powers: Display this card next to a location deck. While displayed, reduce all damage dealt to each character at that location by 2 if it is not that character's turn.
    While displayed, instead of the first exploration of his turn, a character may recharge a random card from his discard pile.
    When a bane at this location is undefeated, bury this card.
    "


    During This Adventure:

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • The scourge die is 1d6+1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: 4-3D: A FEW GOOD PUNCHES

  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 2
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

    Powers
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    Monster 3
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Monster 4
    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 5
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Barrier 2
    Spoiler:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

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

    Barrier 3
    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 4
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 5
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 2
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Staff of Uraeus
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Poison
    Magic
    Elite

    Check
    Strength
    Melee
    Charisma
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

    Weapon 5
    Spoiler:
    Shotel
    Weapon B

    Traits
    Sword
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 3
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 4
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Item 2
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 3
    Spoiler:
    Black Marsh Spider Venom
    Item 2

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 4
    Spoiler:
    Knot of Isis
    Item 3

    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

    Powers
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 5
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 4
    Spoiler:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

    Powers
    At the start of your turn, recharge this card to draw 2 cards.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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.

    Blessing 3
    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.

    Blessing 4
    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.

    Blessing 5
    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.

    Turn: 14 Erasmus/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Isis

    Top Blessing:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Poog)
    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 2 (Turn 16 Ukuja)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 3 (Turn 17 Mavaro)
    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 4 (Turn 18 Bekah)
    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 5 (Turn 19 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 6 (Turn 20 Erasmus)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 7 (Turn 21 Poog)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 22 Ukuja)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 9 (Turn 23 Mavaro)
    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 10 (Turn 24 Bekah)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 11 (Turn 25 Valeros)
    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 12 (Turn 26 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 13 (Turn 27 Poog)
    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 28 Ukuja)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 15 (Turn 29 Mavaro)
    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 16 (Turn 30 Bekah)
    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.

    Embalming Parlor
    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

    Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Valeros
    Notes: Corridor Dart Trap

    Golden Lake Card 1:
    Forgotten Pharaoh Cultists
    Henchman Monster C

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Golden Lake Card 2:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Golden Lake Card 3:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Golden Lake Card 4:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Golden Lake Card 5:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Golden Lake Card 6:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Golden Lake Card 7:
    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.

    Golden Lake Card 8:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Golden Lake Card 9:
    Blessing of the Ancients
    Blessing C

    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.

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

    Vizier's Hill Card 1:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Vizier's Hill Card 2:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Vizier's Hill Card 3:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill Card 4:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Vizier's Hill Card 5:
    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.

    Vizier's Hill Card 6:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Poog

    Towering Obelisk Card 1:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Towering Obelisk Card 2:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Towering Obelisk Card 3:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Towering Obelisk Card 4:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Towering Obelisk Card 5:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Towering Obelisk Card 6:
    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.

    Towering Obelisk Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Towering Obelisk Card 8:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:2
    Notes: possibly villain

    Shifting Dunes Card 1:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    Shifting Dunes Card 2:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    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.

    Shifting Dunes Card 5:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Shifting Dunes Card 6:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Shifting Dunes Card 7:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

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

    Shifting Dunes Card 8:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Shifting Dunes Card 9:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 10:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Shifting Dunes Card 11:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
    Closed
    Located here: Erasmus, Ukuja
    Notes: Canteen, Twitch Tonic
    Tree Fort displayed (Ukuja)

    Alchemical Laboratory Card 1 - Canteen:
    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.

    Alchemical Laboratory Card 2:
    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.

    Hot Springs
    At This Location: At the end of your turn, you may recharge a random card from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah

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

    Vault of Hidden Wisdom Card 1:
    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.

    Vault of Hidden Wisdom Card 2:
    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.


  • Spirit Relative Nissa:
    Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
    Erasmus deck Add 1d4 to checks that use any skill marked on the cohort spirit relatives at my loc for others

    Discarded sign of the pack for battle with Al Muhlia

    It is the hour of Isis

    At the start of his turn looks at top card of his deck with helpful haversack fan of flames left where it is

    Recharges items to add 3 to my checks and then heads to the shifting dunes

    Well hello Muhlia you didn't get far


    Mavaro spreadsheet

    Mavaro discards Game of Afterlife as poison damage.

    Intelligence DC 6: 1d10 + 3 ⇒ (6) + 3 = 9

    Vizier's Hill is closed.


    Spirit Relative Nissa:
    Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
    Erasmus deck Add 1d4 to checks that use any skill marked on the cohort spirit relatives at my loc for others

    So awaiting temp close checks from Poog at the obelisk and valeros at the golden lake before Erasmus fights the villain

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