[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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During This Adventure: Adventure 4-7: Yeleth of the First Blood

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2. (4-5B reward)

    During This Scenario: 4-7: Yeleth of the First Blood-Deal

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Monster 2
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Monster 3
    Spoiler:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

    Powers
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.

    Monster 4
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 5
    Spoiler:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.

    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:
    Sky Pharaoh's Curse
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Arcane
    15
    OR
    Divine
    14

    Powers
    When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.

    Barrier 3
    Spoiler:
    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.

    Barrier 4
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

    Powers
    When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.

    Barrier 5
    Spoiler:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    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:
    Flaming Ranseur +3
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 5
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    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 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:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 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:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    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.

    Armor 4
    Spoiler:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Armor 5
    Spoiler:
    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.

    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:
    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.

    Item 3
    Spoiler:
    Canopic Jar
    Item 6

    Traits
    Object
    Magic
    Undead
    Mummy

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Recharge this card to draw a card that has the Undead trait from your discard pile.
    Banish this card to add 3d12 to a check against a monster that has the Undead trait.

    Item 4
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Ally 2
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Ally 3
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Ally 4
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Ally 5
    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.

    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 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 3
    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 4
    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 5
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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.

    Turn: 12 Mavaro/Chris

    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: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 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 2 (Turn 14 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 3 (Turn 15 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 4 (Turn 16 Poog)
    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 5 (Turn 17 Ukuja)
    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 18 Mavaro)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 7 (Turn 19 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.

    Blessings Deck Card 8 (Turn 20 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 9 (Turn 21 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 10 (Turn 22 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 11 (Turn 23 Ukuja)
    Spoiler:
    Canopic Soul
    Villain Monster 5

    Traits
    Undead
    Incorporeal
    Sorcerer

    Check
    Combat
    24

    Powers
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at this location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at this location 1d4 Mental damage that may not be reduced.

    Blessings Deck Card 12 (Turn 24 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 13 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 26 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 15 (Turn 27 Erasmus)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 16 (Turn 28 Poog)
    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.

    Blessings Deck Card 17 (Turn 29 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 18 (Turn 30 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 19 (Turn 31 Bekah)
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
    Notes: Elemental Treaty displayed

    Guardian Vault Card 1:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    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.

    Guardian Vault Card 5:
    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.

    Guardian Vault Card 6:
    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.

    Pleasure Barge
    At This Location: At the end of your turn, you may recharge a card from your discard pile.
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
    Located here: Valeros, Poog,
    Notes: Earth Ossumental

    Sepulcher of the Servant Card 1:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Sepulcher of the Servant Card 2:
    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.

    Sepulcher of the Servant Card 3:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Sepulcher of the Servant Card 4:
    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.

    Sepulcher of the Servant Card 5:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

    Powers
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Sepulcher of the Servant Card 6:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Sepulcher of the Servant Card 7:
    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.

    Sepulcher of the Servant Card 8:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Sepulcher of the Servant Card 9:
    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.

    Volcanic Vents
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah, Mavaro

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:2 ?:2
    Located here: Erasmus
    Notes: Contract Devil, Infernal Contract, Blessing of Ra, Parade Armor

    Ruined Temple Card 1:
    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.

    Ruined Temple Card 2:
    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.

    Ruined Temple Card 3:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Ruined Temple Card 4:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Ruined Temple 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.

    Ruined Temple Card 6:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Ruined Temple 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.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    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.

    Ruined Temple Card 10:
    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.

    Vault of Hidden Wisdom
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Ukuja
    Notes: Earth Ossumental

    Peasant Tombs Card 1:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Peasant Tombs Card 2:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Peasant Tombs Card 3:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Peasant Tombs Card 4:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Peasant Tombs Card 5:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 6:
    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.

    Peasant Tombs Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Peasant Tombs Card 8:
    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.

    Peasant Tombs Card 9:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Peasant Tombs Card 10:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Peasant Tombs Card 11:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Altar of Riddles
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Notes: Shattertouch Shotel +2

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 3:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Mumia Lab Card 4:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Mumia Lab Card 5:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Mumia Lab Card 6:
    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.


  • Mavaro spreadsheet

    It is the hour of Abadar. Hunting the contract devil, Mavaro journeys to the ruined temple and explores, encountering a blessing of Ra. He automatically acquires the blessing (Divine d10+5 vs DC 6). then uses his blessing of Wadjet to advance, automatically acquiring an alchemist's kit (Intelligence 2d10+4 vs DC 6). He uses Erayu to recharge the kit and advance, finding the devil!

    Knowledge DC 13 (Erayu): 1d10 + 6 + 1d8 ⇒ (4) + 6 + (3) = 13

    He then banishes Ra's blessing to overcome the fiend.

    Mavaro wrote:

    Hand: Divine Blaze, Invigorating Kukri +1, Planar Crossbow +2, Shortbow of Speed, Sawtooth Sabre, Runewell's Echo, Blessing of the Lady of Graves,

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Notes: Can discard any card to add 1 die to any check at Mavaro's location to acquire a weapon, armor, or item. All cards available (especially for henchmen and closing); +1d12 non-combat from Runewell. Symbol of Fortune: On any check, after the roll, discard this card to add or subtract 3 from the result.
    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 [X] +4
    Disable: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [X] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Role Card: Channeler
    Favored Card: None
    Hand Size 6 [X] 7 [ ] 8
    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 ([ ] or a spell).
    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 ([X] then you may shuffle your deck).
    [ ] During your encounter with a bane, you may recharge a weapon, an armor, or an item that has the Magic trait to summon and play a random spell that has the Attack trait and an adventure deck number less than that of the current scenario ([ ] and shares a trait of your choice with the card you are recharging).
    [X] You gain the skill Arcane: Intelligence +1 ([X] and the skill Divine: Intelligence +1).
    [x] On your Intelligence check, after the roll, you may discard an item to reroll the dice; take the new result.


    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

    random open location of contract devil: 1d5 ⇒ 2

    Joins the earth ossumental at the sepulchre of the servant


    During This Adventure: Adventure 4-7: Yeleth of the First Blood

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2. (4-5B reward)

    During This Scenario: 4-7: Yeleth of the First Blood-Deal

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    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:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Monster 4
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 5
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    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 2
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 3
    Spoiler:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Barrier 4
    Spoiler:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

    Barrier 5
    Spoiler:
    Word of Ra
    Barrier 6

    Traits
    Lock
    Trap
    Fire

    Check
    Dexterity
    Disable
    Stealth
    17

    Powers
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 2
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 3
    Spoiler:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Weapon 4
    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 5
    Spoiler:
    Flaming Ranseur +3
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

    Random Spells:
    Spell 1
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    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.

    Spell 3
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

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

    Spell 4
    Spoiler:
    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.

    Spell 5
    Spoiler:
    Vision
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 2
    Spoiler:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

    Powers
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

    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:
    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 5
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Random Items:
    Item 1
    Spoiler:
    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.

    Item 2
    Spoiler:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Item 3
    Spoiler:
    Canopic Jar
    Item 6

    Traits
    Object
    Magic
    Undead
    Mummy

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Recharge this card to draw a card that has the Undead trait from your discard pile.
    Banish this card to add 3d12 to a check against a monster that has the Undead trait.

    Item 4
    Spoiler:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

    Item 5
    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.

    Random Allies:
    Ally 1
    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.

    Ally 2
    Spoiler:
    Pakesket
    Ally 5

    Traits
    Animal
    Phoenix
    Fire

    Check
    Charisma
    Diplomacy
    8
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

    Ally 3
    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 4
    Spoiler:
    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.

    Ally 5
    Spoiler:
    Aunty
    Ally C

    Traits
    Human
    Cleric

    Check
    Divine
    Charisma
    Diplomacy
    8

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

    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 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 3
    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.

    Blessing 4
    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 5
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn: 13 Bekah/Nick

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    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 Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 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 15 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 3 (Turn 16 Poog)
    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 4 (Turn 17 Ukuja)
    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 18 Mavaro)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 6 (Turn 19 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.

    Blessings Deck Card 7 (Turn 20 Valeros)
    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 21 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 9 (Turn 22 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 23 Ukuja)
    Spoiler:
    Canopic Soul
    Villain Monster 5

    Traits
    Undead
    Incorporeal
    Sorcerer

    Check
    Combat
    24

    Powers
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at this location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at this location 1d4 Mental damage that may not be reduced.

    Blessings Deck Card 11 (Turn 24 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 12 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 26 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 27 Erasmus)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 15 (Turn 28 Poog)
    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.

    Blessings Deck Card 16 (Turn 29 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 30 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 18 (Turn 31 Bekah)
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
    Notes: Elemental Treaty displayed

    Guardian Vault Card 1:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    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.

    Guardian Vault Card 5:
    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.

    Guardian Vault Card 6:
    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.

    Pleasure Barge
    At This Location: At the end of your turn, you may recharge a card from your discard pile.
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Located here: Valeros, Poog,
    Notes: Earth Ossumental, Contract Devil,

    Sepulcher of the Servant Card 1:
    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.

    Sepulcher of the Servant Card 2:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Sepulcher of the Servant Card 3:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

    Powers
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Sepulcher of the Servant Card 4:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Sepulcher of the Servant Card 5:
    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.

    Sepulcher of the Servant Card 6:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Sepulcher of the Servant Card 7:
    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.

    Sepulcher of the Servant Card 8:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Sepulcher of the Servant Card 9:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Sepulcher of the Servant Card 10:
    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.

    Volcanic Vents
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah,

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:2 ?:2
    Located here: Erasmus, Mavaro
    Notes: Infernal Contract, Blessing of Ra, Parade Armor

    Ruined Temple Card 1:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Ruined Temple Card 2:
    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.

    Ruined Temple Card 3:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Ruined Temple Card 4:
    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.

    Ruined Temple Card 5:
    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.

    Ruined Temple Card 6:
    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.

    Ruined Temple Card 7:
    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.

    Vault of Hidden Wisdom
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Ukuja
    Notes: Earth Ossumental

    Peasant Tombs Card 1:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Peasant Tombs Card 2:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Peasant Tombs Card 3:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Peasant Tombs Card 4:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Peasant Tombs Card 5:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 6:
    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.

    Peasant Tombs Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Peasant Tombs Card 8:
    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.

    Peasant Tombs Card 9:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Peasant Tombs Card 10:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Peasant Tombs Card 11:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Altar of Riddles
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Notes: Shattertouch Shotel +2

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 3:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Mumia Lab Card 4:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Mumia Lab Card 5:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Mumia Lab Card 6:
    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.

  • Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    It is the Hour of Horus, and Bekah hikes over to the Mumia Lab. Before exploring, she uses her Major Cure and Blessing of Osiris to regain some energy.

    Healing: 2d4 + 2 ⇒ (1, 3) + 2 = 6
    Recharge - Divine 10: 1d8 + 4 ⇒ (2) + 4 = 6 Major Cure discarded.

    She explores, and finds an Aspis agent lurking in Hell.

    Diplomacy 9: 1d8 + 6 ⇒ (5) + 6 = 11 Kafar acquired.

    Bekah quickly negotiates a mutually beneficial exchange, and the agent agrees to join her cause. Discard Kafar to explore, add 1d4 to Charisma checks and checks to acquire boons during this exploration. The agent points Bekah towards a powerful suit of armor.

    Fortitude 10: 1d8 + 1d4 + 4 ⇒ (5) + (4) + 4 = 13 Horn Lamellar acquired.

    She finds the mystical armor and claims it for herself. She rides her elemental deeper into the building. Discard Hippopotamus Mud Elemental to explore, add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration. She finds the Shattertouch Shottel +2 that was identified before. Discard Blessing of Norgorber to add 2 dice to check to acquire a boon, recharge Detect Undead for additional 1d4+3 to check.

    Dexterity 12: 3d8 + 1d4 + 5 ⇒ (1, 1, 6) + (4) + 5 = 17 Shattertouch Shottel +2 acquired.

    Bekah snatches the enchanted scythe, knowing it will be valuable against any vampiric enemies. She then sends her Druid of the Hive to explore further. Discard Druid of the Hive to explore, add 2 plus the scenario's adventure deck number to combat checks during this exploration; add another 1d4 if the encounter invokes the Poison or Swarm trait. She finds Yeleth the Soulbinder!

    After Close Checks:
    Add 3d6 due to Infernal Contract, recharge Life Leech for additional 1d4+3, Knowing it's impossible to defeat her since we don't all have Infernal Contracts, I'm just trying to minimize my losses.

    Diplomacy 33: 1d8 + 3d6 + 9 ⇒ (1) + (1, 1, 3) + 9 = 15 Discard rest of hand as damage.


    After that harrowing encounter, Bekah rests. Reset hand, end turn.
    Bekah wrote:

    Hand: Returning Frost Spear +2, Holy Feast, Blessing of Lady of Graves (box), Hippopotamus Mud Elemental 2 (box), Dominate, Blessing of Isis (box), Blessing of Milani,

    Displayed: Infernal Contract,
    Deck: 18 Discard: 9 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X] +2 [ ] +3
    Constitution d8 [X] +1 [X] +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

    Role: Troublemaker
    Favored Card: Your Choice
    Hand Size 5 [X] 6 [X] 7 [ ] 8
    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 [X] +2 [4-7] +3) 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 ([ ] +3)
    [X] When another character plays a blessing to add to your Charisma ([X] or Dexterity) check, add 1d12 in place of the normal die.
    [ ] When you fail a check to acquire an ally, you may immediately explore again.


    TL;DR: Mumia Lab cards 1-3 acquired, villain encountered, close checks TBD.


    Poog buries his flaming heavy pick to temp close his 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

    Erasmus buries his blessing of angradd

    Ruined temple temp closed


    Hunter, Animancer | Ukuja's spreadsheet

    ukuja does not guard

    i'm wanting to work on guardian vaults and a if i guard it looks like it would be a 50/50 chance of villain going there. I dont think guardian vaults is a good location for the villain to end up so hoping it goes elsewhere

    Scarab Sages

    Bekah's Deck; Female Human Bard (Troublemaker)

    Add 3d6 due to Infernal Contract, recharge Life Leech for additional 1d4+3, Mavaro discards Blessing of Lady of Graves and buries 1 additional card.

    Diplomacy 33: 2d12 + 1d8 + 3d6 + 9 ⇒ (10, 3) + (2) + (3, 1, 1) + 9 = 29 Spend Hero Point to reroll.
    Diplomacy 33: 2d12 + 1d8 + 3d6 + 9 ⇒ (8, 3) + (8) + (5, 5, 4) + 9 = 42 Villain defeated, new hand posted below:

    Bekah wrote:

    Hand: Returning Frost Spear +2, Holy Feast, Blessing of Lady of Graves (box), Hippopotamus Mud Elemental 2 (box), Mumia (box), Horn Lamellar (box), Shattertouch Shottel +2 (box),

    Displayed: Infernal Contract,
    Deck: 20 Discard: 7 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X] +2 [ ] +3
    Constitution d8 [X] +1 [X] +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

    Role: Troublemaker
    Favored Card: Your Choice
    Hand Size 5 [X] 6 [X] 7 [ ] 8
    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 [X] +2 [4-7] +3) 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 ([ ] +3)
    [X] When another character plays a blessing to add to your Charisma ([X] or Dexterity) check, add 1d12 in place of the normal die.
    [ ] When you fail a check to acquire an ally, you may immediately explore again.


    During This Adventure: Adventure 4-7: Yeleth of the First Blood

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2. (4-5B reward)

    During This Scenario: 4-7: Yeleth of the First Blood-Deal

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 2
    Spoiler:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    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:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 5
    Spoiler:
    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.

    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:
    Sky Pharaoh's Curse
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Arcane
    15
    OR
    Divine
    14

    Powers
    When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.

    Barrier 3
    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 4
    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 5
    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.

    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:
    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 3
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 4
    Spoiler:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 5
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Random Spells:
    Spell 1
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Elemental Skin
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Spell 4
    Spoiler:
    Foresight
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Display this card. While displayed, you may ignore any powers that trigger when you examine cards.
    At the end of the turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Armor 2
    Spoiler:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

    Powers
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

    Armor 3
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Hand of Glory
    Item 6

    Traits
    Accessory
    Magic
    Gambling
    Mummy

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
    At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.

    Item 2
    Spoiler:
    Pure Holy Water
    Item 5

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Item 3
    Spoiler:
    Smoke Stick
    Item 1

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

    Item 4
    Spoiler:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
    Discard this card to explore your location.

    Ally 2
    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 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:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    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 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 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 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: 14 Valeros/yamasaki

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 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 2 (Turn 16 Poog)
    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 3 (Turn 17 Ukuja)
    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 18 Mavaro)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 5 (Turn 19 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.

    Blessings Deck Card 6 (Turn 20 Valeros)
    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 21 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 8 (Turn 22 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 9 (Turn 23 Ukuja)
    Spoiler:
    Canopic Soul
    Villain Monster 5

    Traits
    Undead
    Incorporeal
    Sorcerer

    Check
    Combat
    24

    Powers
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at this location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at this location 1d4 Mental damage that may not be reduced.

    Blessings Deck Card 10 (Turn 24 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 11 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 26 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 27 Erasmus)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 14 (Turn 28 Poog)
    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.

    Blessings Deck Card 15 (Turn 29 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 30 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 17 (Turn 31 Bekah)
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
    Notes: Elemental Treaty displayed
    possibly villain

    Guardian Vault Card 1:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    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.

    Guardian Vault Card 5:
    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.

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Pleasure Barge
    At This Location: At the end of your turn, you may recharge a card from your discard pile.
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Located here: Valeros, Poog,
    Notes: Earth Ossumental, Contract Devil,

    Sepulcher of the Servant Card 1:
    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.

    Sepulcher of the Servant Card 2:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Sepulcher of the Servant Card 3:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

    Powers
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Sepulcher of the Servant Card 4:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Sepulcher of the Servant Card 5:
    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.

    Sepulcher of the Servant Card 6:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Sepulcher of the Servant Card 7:
    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.

    Sepulcher of the Servant Card 8:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Sepulcher of the Servant Card 9:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Sepulcher of the Servant Card 10:
    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.

    Volcanic Vents
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:2 ?:2
    Located here: Erasmus, Mavaro
    Notes: Infernal Contract, Blessing of Ra, Parade Armor

    Ruined Temple Card 1:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Ruined Temple Card 2:
    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.

    Ruined Temple Card 3:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Ruined Temple Card 4:
    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.

    Ruined Temple Card 5:
    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.

    Ruined Temple Card 6:
    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.

    Ruined Temple Card 7:
    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.

    Vault of Hidden Wisdom
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Ukuja
    Notes: Earth Ossumental, possibly villain

    Peasant Tombs Card 1:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 2:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Peasant Tombs Card 3:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Peasant Tombs Card 4:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Peasant Tombs Card 5:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Peasant Tombs Card 6:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Peasant Tombs Card 7:
    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.

    Peasant Tombs Card 8:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Peasant Tombs Card 9:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Peasant Tombs Card 10:
    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.

    Peasant Tombs Card 11:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Peasant Tombs Card 12:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Altar of Riddles
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Mumia Lab
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah,
    Notes:


  • Spreadsheet

    It is the hour of the Ancients. Valeros moves deeper in the Sepulcher of the Servants. Skips card 1 because that has already been acquired in Valeros' previous turn. He finds a symbol of Ptah, but he's not very knowledgeable in these things so just toss it aside.

    With nothing else to do he rests for a while.

    Valeros, Daredevil wrote:

    Hand: Rhino Hide Armor, Mace of Smiting, Ooze Falchion +1, Burglar's Buckler (ncd), Pillaging Mace, Sedja (ncd),

    Displayed: Infernal Contract,
    Deck: 17 Discard: 1 Buried: 0
    Notes: Can reveal an Ally to add 1d6+1 to combat checks in my location. Will prevent 2 damage to other local characters.
    Hero Points: 4 Reroll Perk Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [x] +3 [x] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 [x]+1 [x] +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 [x] 6
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) ([] +3) to a combat check by another character at your location.
    When you would discard a weapon ([] or armor) for its power, you may recharge it ([x] or shuffle it into your deck) instead.
    [x] When another character at your location is dealt damage, you may reduce that damage by 1 ([checked for scenario 4-7] 2).
    [] When another character at your location encounters a monster, you may bury a card. That character evades the monster; you encounter it instead.
    [x] When you play Blessing of Cayden Cailean, you may add a d12 in place of the normal die ([x] and you may recharge the blessing instead of discarding it).

    TL;DR card 1 was already acquired in previous turn; card 2 banished.


    During This Adventure: Adventure 4-7: Yeleth of the First Blood

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2. (4-5B reward)

    During This Scenario: 4-7: Yeleth of the First Blood-Deal

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 3
    Spoiler:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    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:
    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:
    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 3
    Spoiler:
    Word of Ra
    Barrier 6

    Traits
    Lock
    Trap
    Fire

    Check
    Dexterity
    Disable
    Stealth
    17

    Powers
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Barrier 4
    Spoiler:
    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.

    Barrier 5
    Spoiler:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Random Weapons:
    Weapon 1
    Spoiler:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 2
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 3
    Spoiler:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.

    Weapon 4
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    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+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Weapon 5
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    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 4
    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 5
    Spoiler:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Skyplate Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Craft
    Divine
    12

    Powers
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Armor 2
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 3
    Spoiler:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Armor 4
    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 5
    Spoiler:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

    Powers
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

    Random Items:
    Item 1
    Spoiler:
    Necklace of Fireballs
    Item 4

    Traits
    Accessory
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Item 2
    Spoiler:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Item 3
    Spoiler:
    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.

    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 Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Random Allies:
    Ally 1
    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 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:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Mumia Smugglers
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Hireling

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Hearth Elemental
    Ally 4

    Traits
    Elemental
    Fire

    Check
    See Below

    Powers
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    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 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 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.

    Blessing 4
    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 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: 15 Erasmus/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    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 Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Poog)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 17 Ukuja)
    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 18 Mavaro)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 4 (Turn 19 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.

    Blessings Deck Card 5 (Turn 20 Valeros)
    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 6 (Turn 21 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 7 (Turn 22 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 23 Ukuja)
    Spoiler:
    Canopic Soul
    Villain Monster 5

    Traits
    Undead
    Incorporeal
    Sorcerer

    Check
    Combat
    24

    Powers
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at this location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at this location 1d4 Mental damage that may not be reduced.

    Blessings Deck Card 9 (Turn 24 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 10 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 26 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 12 (Turn 27 Erasmus)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 13 (Turn 28 Poog)
    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.

    Blessings Deck Card 14 (Turn 29 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 15 (Turn 30 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 16 (Turn 31 Bekah)
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
    Notes: Elemental Treaty displayed
    possible villain, no henchman, Rolling Sphere

    Guardian Vault Card 1:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    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.

    Guardian Vault Card 5:
    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.

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Pleasure Barge
    At This Location: At the end of your turn, you may recharge a card from your discard pile.
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:2
    Located here: Valeros, Poog,
    Notes: Earth Ossumental, Contract Devil, Infernal Contract

    Sepulcher of the Servant Card 1:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

    Powers
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Sepulcher of the Servant Card 2:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Sepulcher of the Servant Card 3:
    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.

    Sepulcher of the Servant Card 4:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Sepulcher of the Servant Card 5:
    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.

    Sepulcher of the Servant Card 6:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Sepulcher of the Servant Card 7:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Sepulcher of the Servant Card 8:
    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.

    Volcanic Vents
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
    Located here: Erasmus, Mavaro
    Notes: Infernal Contract, Blessing of Ra, Parade Armor

    Ruined Temple Card 1:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Ruined Temple Card 2:
    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.

    Ruined Temple Card 3:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Ruined Temple Card 4:
    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.

    Ruined Temple Card 5:
    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.

    Ruined Temple Card 6:
    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.

    Ruined Temple Card 7:
    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.

    Vault of Hidden Wisdom
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Ukuja
    Notes: Earth Ossumental, possible villain, Infernal Contract,

    Peasant Tombs Card 1:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 2:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Peasant Tombs Card 3:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Peasant Tombs Card 4:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Peasant Tombs Card 5:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Peasant Tombs Card 6:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Peasant Tombs Card 7:
    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.

    Peasant Tombs Card 8:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Peasant Tombs Card 9:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Peasant Tombs Card 10:
    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.

    Peasant Tombs Card 11:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Peasant Tombs Card 12:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Altar of Riddles
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Mumia Lab
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah,
    Notes:


  • 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

    End of valeros turn display chest of keeping

    Start of erasmus turn display adamantine sai on chest recharge items to add two to my checks

    explore ruined temple some more

    Infernal contract

    perception 17: 2d6 + 11 + 2 ⇒ (6, 3) + 11 + 2 = 22 defeated and displayed

    Bury blessing of abadar and as no one has a scourge acquire new blessing

    Erasmus Storyteller wrote:

    Hand: Blessing of Anubis, Blessing of Sivanah, Kami medium, Marksmans bow, Blessing of Cayden Cailean, Remove curse, Ring of stony flesh, Object Reading,

    Displayed: Spirit relatives,
    Spirit Relative Veldira:
    Add 1d6+ 6 to skills Wisdom, Divine Wisdom, Perception Wisdom, Survival wisdom
    ,
    Spirit Relative Nissa:
    Add 1d6+ 6 to skills Strength, Melee Strength,Fortitude Constitution, Ranged Strength
    , Chest of keeping, Adamantine Sai +2,
    Deck: 8 Discard: 5 Buried: 4
    Hero Points: 5
    "NOTES:
    Other: Veldira Add 1d4 To Local Wisdom, Divine Wisdom, Perception Wisdom, Survival wisdom"

    Skills and Powers:
    SKILLS

    Strength d6 ☑ +1 ☑ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☑ +2
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Perception Wisdom +3
    Arcane Charisma +1

    Favored Card: Any (armour)
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Divine, Armour, Weapons
    POWERS:
    On your check, after the roll, you may bury (☐ or for current scenario discard) 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 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
    [X3 ] Add 1d4(☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
    [RX] You may bury a card to move a marker on the cohort Spirit Relatives (X4 or to put a second marker on it).
    ☐ At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


    Poog explores, finding Guardian Thunderbirds.
    random character, 2 is Poog: 1d2 ⇒ 1

    Poog sends pretty fire at the bad birdies. playing eruption

    combat, DC 22: 1d10 + 5 + 4d6 + 1d6 + 2 ⇒ (7) + 5 + (5, 1, 5, 1) + (3) + 2 = 29

    Poog defeats the yucky birdies, but not before they send a bolt of electricity to hurt his friend Valeros.

    Poog discards his Blessing of Hadregash to explore again.
    He finds an Infernal Contract.
    wisdom, Blessing of the Boss: 3d10 + 3 ⇒ (5, 7, 10) + 3 = 25
    Infernal Contract acquired.
    Poog buries his Mace of Smiting to close the location.

    spell recharge: 1d10 + 5 + 1d6 + 2 ⇒ (3) + 5 + (6) + 2 = 16

    Poog wrote:

    Hand: Cloudburst, Limp Lash, Blessing of the Gobs, Wall of Fire, Eruption, Flybreath, Blessing of Lamashtu, Velociraptor,

    Displayed: Infernal Contract, Infernal Contract
    Deck: 9 Discard: 4 Buried: 2
    Notes: blessing available, reroll used
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8+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 [X]6 [ ]7
    Proficient with: Light Armors, Weapons
    Powers:
    When another character plays a blessing on your check, after the check she may shuffle 2 random cards from her discard pile into her deck
    Add 1d6 +2 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.
    At the start of your turn, if you have more cards in your discard pile than another character at your location, then you may reset your hand.


    During This Adventure: Adventure 4-7: Yeleth of the First Blood

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2. (4-5B reward)

    During This Scenario: 4-7: Yeleth of the First Blood-Deal

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 2
    Spoiler:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

    Powers
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3
    3. Evade the Hanshepsu.
    4. Bury the top card of your deck.

    Monster 3
    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 4
    Spoiler:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Monster 5
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat did not have the Fire trait, shuffle the Scarab Swarmp into the deck it came from.

    Random Barriers:
    Barrier 1
    Spoiler:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.

    Barrier 2
    Spoiler:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge 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:
    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 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:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 2
    Spoiler:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Weapon 3
    Spoiler:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 4
    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 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:
    Vision
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 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:
    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 5
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Armor 4
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 5
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Random Items:
    Item 1
    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.

    Item 2
    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 3
    Spoiler:
    Chest of Keeping
    Item 5

    Traits
    Object
    Magic

    Check
    Wisdom
    Knowledge
    Intelligence
    Craft
    9

    Powers
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may add a card from the Chest of Keeping to your hand.

    Item 4
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 2
    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 3
    Spoiler:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then 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 Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 4
    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 5
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Turn: 17 Ukuja/Redeux

    Top of Blessing Discard Pile: Blessing of Wadjet

    Top Blessing:
    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 Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Mavaro)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 2 (Turn 19 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.

    Blessings Deck Card 3 (Turn 20 Valeros)
    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 21 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 5 (Turn 22 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 6 (Turn 23 Ukuja)
    Spoiler:
    Canopic Soul
    Villain Monster 5

    Traits
    Undead
    Incorporeal
    Sorcerer

    Check
    Combat
    24

    Powers
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at this location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at this location 1d4 Mental damage that may not be reduced.

    Blessings Deck Card 7 (Turn 24 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 8 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 26 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 10 (Turn 27 Erasmus)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 11 (Turn 28 Poog)
    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.

    Blessings Deck Card 12 (Turn 29 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 13 (Turn 30 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 14 (Turn 31 Bekah)
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
    Notes: Elemental Treaty displayed
    possible villain, no henchman, Rolling Sphere

    Guardian Vault Card 1:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    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.

    Guardian Vault Card 5:
    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.

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Pleasure Barge
    At This Location: At the end of your turn, you may recharge a card from your discard pile.
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sepulcher of the Servant
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Valeros, Poog,
    Notes:

    Volcanic Vents
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ruined Temple
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Erasmus, Mavaro
    Notes:

    Vault of Hidden Wisdom
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:4
    Located here: Ukuja
    Notes: Earth Ossumental, possible villain, Infernal Contract, Contract Devil

    Peasant Tombs Card 1:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Peasant Tombs Card 2:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Peasant Tombs Card 3:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Peasant Tombs Card 4:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 5:
    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.

    Peasant Tombs Card 6:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Peasant Tombs Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Peasant Tombs Card 8:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Peasant Tombs Card 9:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Peasant Tombs Card 10:
    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.

    Peasant Tombs Card 11:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Peasant Tombs Card 12:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Peasant Tombs Card 13:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Altar of Riddles
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Mumia Lab
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Closed
    Located here: Bekah,
    Notes:


  • Spreadsheet

    Valeros' Rhino Hide Armor (revealed) blocks the thunderbirds' electrical damage.

    Valeros, Daredevil wrote:

    Hand: Rhino Hide Armor, Mace of Smiting, Ooze Falchion +1, Burglar's Buckler (ncd), Pillaging Mace, Sedja (ncd),

    Displayed: Infernal Contract,
    Deck: 17 Discard: 1 Buried: 0
    Notes: Can reveal an Ally to add 1d6+1 to combat checks in my location. Will prevent 2 damage to other local characters.
    Hero Points: 4 Reroll Perk Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [x] +3 [x] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 [x]+1 [x] +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 [x] 6
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) ([] +3) to a combat check by another character at your location.
    When you would discard a weapon ([] or armor) for its power, you may recharge it ([x] or shuffle it into your deck) instead.
    [x] When another character at your location is dealt damage, you may reduce that damage by 1 ([checked for scenario 4-7] 2).
    [] When another character at your location encounters a monster, you may bury a card. That character evades the monster; you encounter it instead.
    [x] When you play Blessing of Cayden Cailean, you may add a d12 in place of the normal die ([x] and you may recharge the blessing instead of discarding it).


    Hunter, Animancer | Ukuja's spreadsheet

    flipp hour: BoWadjet

    Start of turn: examine top card of my location deck (from Leryn power). Examine

    Contract Devil:

    Henchman Monster 7
    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Ukuja moves to guardian Vault. 2 poison damage is reduced by elemental treaty and pygmy ankylosaur

    Explore

    Eruption:

    Spell 4
    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Eruption DC 11 divine: 1d10 + 5 ⇒ (10) + 5 = 15 acquired

    discard moose to explore

    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.

    use chakram of ruin
    Ubashki Swarm DC 8/10: 1d10 + 5 + 1d8 + 3 ⇒ (10) + 5 + (4) + 3 = 22 can't fail
    Ubashki Swarm DC 8/10: 1d10 + 5 + 1d8 + 3 ⇒ (3) + 5 + (5) + 3 = 16 can't fail. banished

    Discard BoAbadar to explore

    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.

    use BotElements
    The Evil Eye DC 20 divine: 2d10 + 5 ⇒ (9, 7) + 5 = 21 banished

    Discard giant raven to examine 2 and explore
    Brilliance of Ra: Trigger, but cannot reveal BoRa so nothing happens
    Blessing of Maat

    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.

    Brilliance of Ra DC 5 divine: 1d10 + 5 ⇒ (10) + 5 = 15 acquired

    Discard shadowcat to examine/explore

    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.

    BoMaat DC 6 divine: 1d10 + 5 ⇒ (3) + 5 = 8 acquired

    Topdeck Leryn to examine next two cards and reorder them
    Rolling Sphere
    Blessing of Isis

    Put BoIsis on top. Then discard Archeopteryx to explore

    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.

    BoIsis DC 7 divine: 1d10 + 5 ⇒ (3) + 5 = 8 acquired

    After exploration, i am at an open location and Archeopteryx lets me move back to Peasant Tombs

    Discard BoIsis to explore

    Contract Devil:

    Henchman Monster 7
    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    BYA DC 13 divine: 1d10 + 5 ⇒ (9) + 5 = 14

    Use chakram of ruin, discard for extra d6+1
    Contract Devil DC 23 combat: 1d10 + 5 + 1d8 + 3 + 1d6 + 1 ⇒ (10) + 5 + (6) + 3 + (1) + 1 = 26 defeated
    The party redistributes infernal contracts so everyone has 1 contract.
    random open location: 1d2 ⇒ 1 Guardian vault

    EOT
    Giant raven shuffled into deck (power feat)

    RECOVERY
    n/a

    RESET
    draw and display Leryn
    drew major cure which i use on my self
    heal self: 1d4 + 2 ⇒ (2) + 2 = 4 BoAbadar2, Mad Dog Marrn (acq), BoMilani1, Shadowcat
    major cure recovery dc 10: 1d10 + 5 ⇒ (8) + 5 = 13 recharged

    remaining hand:

    Ukuja wrote:

    Hand: BoAchaekek, BoMaat (acq), Cloud Puff, Wendifisa Spear, Stag, BoAbadar,

    Deck: 8 Discard: 12 Buried: 0 Displayed: Pygmy Ankylosaur, Infernal Contract, Elemental Treaty, Aspect of the Tiger,
    Notes: Feel free to usee whatever you need.
    Cohort Skills: Acrobatics: Dex+3, Stealth: Dex+3, Shirt Reroll Available: Y

    Skills/Powers/Cohorts:
    Skills:

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

    Favored Card: Ally or Weapon
    Hand size 6 [X]7 [X]8 []9
    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] or to reduce all damage dealt to you by 1 plus the
    discarded card's adventure deck number) ( [] or to examine the top 2 cards of your location
    deck, then put them back in any order)."
    [X] At the end of your turn, you may recharge ( [X] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [] You may reveal any number of cards that have the animal trait to add that number to your check against a bane, then discard ( [] or recharge) a card that you have revealed.

    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.
    For rest of AP, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box (4-3D)
    For rest of AP, your trade cost for Trove of Tef-Naju is reduced by 1 card (to a minimum of 1).
    For rest of AP, when you would fail a check to acquire, you may bury a card to add 2.
    "
    Scenario Cohorts:

    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.

    Pygmy Ankylosaur
    Traits: Animal
    Powers: Display this card. While displayed, you may reduce all damage dealt to you by 1.
    While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.
    While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.
    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."
    "

    Card Descriptions:

    Hand descriptions:
    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.
    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.
    Stag
    Spoiler:
    Stag
    Traits: Animal, Mount
    Powers: At the start or end of your turn, discard this card to move; add 1d6 to any check required to move.
    Discard this card to explore your location. During this exploration, add 1d8 to your Acrobatics and Perception checks.
    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.
    BoMaat (acq)
    Spoiler:
    BoMaat (acq)
    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.

    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.
    Aspect of the Tiger
    Spoiler:
    Aspect of the Tiger
    Traits: Magic, Animal, Divine
    Powers:Display this card. While displayed, you gain the Acrobatics and Stealth skills equal to your Dexterity + 3. While displayed, when you would fail a combat check, you may reroll 1 die, take the new result.
    At the end of the scenario: Divine 12 to recharge
    Infernal Contract
    Spoiler:
    Infernal Contract
    Henchman Barrier 7
    Traits
    Task

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    "

    TLDR
    Guardian Vault Card 1: Eruption - acquired
    Guardian Vault Card 2: Ubashki Swarm - banished
    Guardian Vault Card 3: The Evil Eye - banished
    Guardian Vault Card 4: Brilliance of Ra - acquired
    Guardian Vault Card 5: Blessing of Maat - acquired
    Guardian Vault Card 6: Rolling Sphere - examined but reordered
    Guardian Vault Card 7: Blessing of Isis - acquired
    Peasant Tombs Card 1: Contract Devil - defeated, everyone has an infernal contract now, and shuffled into Guardian Vault.
    ukuja is at Peasant Tombs

    TLDR TLDR
    everyone has an infernal contract.
    Guardian vault has 2 cards left: Rolling Sphere and Contract Devil
    Villain is in Peasant Tombs

    Ukuja did draw cloud puff. I can get rid of rolling sphere permanently and close guardian vault location on my next turn if we want to try to avoid fighting the villain and/or the rolling sphere twice. Other option would be if someone can move off turn we could maybe guard the guardian vault


    During This Adventure: Adventure 4-7: Yeleth of the First Blood

  • Loot List || Summoned Banes || Hand Summaries || Traders
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2. (4-5B reward)

    During This Scenario: 4-7: Yeleth of the First Blood-Deal

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

    Powers
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.

    Monster 4
    Spoiler:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Monster 5
    Spoiler:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Barrier 2
    Spoiler:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

    Barrier 3
    Spoiler:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Barrier 4
    Spoiler:
    Tabe's Last Jest
    Barrier 6

    Traits
    Curse
    Lock
    Acid

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    15

    Powers
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    Barrier 5
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.

    Weapon 2
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

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

    Weapon 3
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 4
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Armor 3
    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 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:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    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:
    Necklace of Fireballs
    Item 4

    Traits
    Accessory
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Item 3
    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 4
    Spoiler:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Ally 2
    Spoiler:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Ally 3
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Pakesket
    Ally 5

    Traits
    Animal
    Phoenix
    Fire

    Check
    Charisma
    Diplomacy
    8
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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 2
    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.

    Blessing 3
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessing 4
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessing 5
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn: 18 Mavaro/Chris

    Top of Blessing Discard Pile: Blessing of the Lady of Graves

    Top Blessing:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 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.

    Blessings Deck Card 2 (Turn 20 Valeros)
    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 21 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 4 (Turn 22 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 5 (Turn 23 Ukuja)
    Spoiler:
    Canopic Soul
    Villain Monster 5

    Traits
    Undead
    Incorporeal
    Sorcerer

    Check
    Combat
    24

    Powers
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at this location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at this location 1d4 Mental damage that may not be reduced.

    Blessings Deck Card 6 (Turn 24 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 7 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 26 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 9 (Turn 27 Erasmus)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 10 (Turn 28 Poog)
    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.

    Blessings Deck Card 11 (Turn 29 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 12 (Turn 30 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 13 (Turn 31 Bekah)
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Elemental Treaty displayed
    Contract Devil, Rolling Sphere

    Guardian Vault Card 1:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Guardian Vault Card 2:
    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.

    Pleasure Barge
    At This Location: At the end of your turn, you may recharge a card from your discard pile.
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sepulcher of the Servant
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Valeros, Poog,
    Notes:

    Volcanic Vents
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ruined Temple
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Erasmus, Mavaro
    Notes:

    Vault of Hidden Wisdom
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:3
    Located here: Ukuja
    Notes: Earth Ossumental, possible villain, Infernal Contract, Contract Devil

    Peasant Tombs Card 1:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Peasant Tombs Card 2:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Peasant Tombs Card 3:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 4:
    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.

    Peasant Tombs Card 5:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Peasant Tombs Card 6:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Peasant Tombs Card 7:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Peasant Tombs Card 8:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Peasant Tombs Card 9:
    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.

    Peasant Tombs Card 10:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Peasant Tombs Card 11:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Peasant Tombs Card 12:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Altar of Riddles
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Mumia Lab
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Closed
    Located here: Bekah,
    Notes:


  • Spreadsheet

    Before Mavaro's turn Valeros turns to the Sedja to show him and Poog the way to the Guardian Vault (ally buried). Valeros uses his Rhino Hide Armor (revealed) to block the poison damage, and uses himself to block the damage to Poog.

    Valeros, Daredevil wrote:

    Hand: Rhino Hide Armor, Mace of Smiting, Ooze Falchion +1, Burglar's Buckler (ncd), Pillaging Mace,

    Displayed: Infernal Contract,
    Deck: 17 Discard: 1 Buried: 1
    Notes: Can reveal an Ally to add 1d6+1 to combat checks in my location. Will prevent 2 damage to other local characters.
    Hero Points: 4 Reroll Perk Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d10 [x] +1 [x] +2 [x] +3 [x] +4
    Melee: Strength +3
    DEXTERITY d6 [] +1 [] +2
    CONSTITUTION d8 [x]+1 [x] +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 [x] 6
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([x] +1) ([] +2) ([] +3) to a combat check by another character at your location.
    When you would discard a weapon ([] or armor) for its power, you may recharge it ([x] or shuffle it into your deck) instead.
    [x] When another character at your location is dealt damage, you may reduce that damage by 1 ([checked for scenario 4-7] 2).
    [] When another character at your location encounters a monster, you may bury a card. That character evades the monster; you encounter it instead.
    [x] When you play Blessing of Cayden Cailean, you may add a d12 in place of the normal die ([x] and you may recharge the blessing instead of discarding it).


    Mavaro spreadsheet

    At the hour of the Lady of Graves, and with Pharasma's blessing, Mavaro confronts and ultimately outsmarts the vampiric dealmaker.

    Knowledge DC 33 (corrupted, blessing of the Lady of Graves, Ukuja's blessing of Achaekek): 1d10 + 6 + 3d6 + 2d10 + 2d10 ⇒ (9) + 6 + (1, 5, 6) + (3, 3) + (8, 7) = 48


    DEVELOPMENT:
    You never quite expected Yeleth to negotiate with you in good faith—certainly not after how she manipulated the powerful Blood Lord Stavros Nightcrescent—but it seems you underestimated the lengths she would go to bind you into a subordinate contract. After communing with the truly vile creatures of the Revenant Court, however, you managed to avoid becoming Yeleth’s puppet on the Material Plane.

    Instead, you promised the vampire elder nothing more than you could deliver, and in exchange she infused you with the power of Hell itself. You suspect you even earned her admiration for your fearlessness and your commitment to diabolic subterfuge. When you leave Mechitar heading back toward first Katapesh, then the Grand Lodge, you view life through a fiery lens you never knew existed.

    You’re a force to be reckoned with. And you serve only yourself.

    SCENARIO REWARD:

  • Each character gets a Hero Point.
  • Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may add a boon that has the Corrupted trait from each Hell’s Vengeance Character Deck to her deck box and gains the power “Once per turn, you may ignore the Corrupted trait on a card.”
  • Each player grants 1 of her Pathfinder Society Roleplaying Guild characters a ranger’s favored enemy (+2) benefits against undead for the duration of one adventure. This bonus increases to +3 against vampires, and it does not stack with other favored enemy bonuses. Note this reward on your Chronicle sheet, and cross it off when used.

    ACQUIRED CARDS:
    Weapon 4 Shattertouch Shotel +2
    Spell 4 Eruption
    Spell 1 Detect Undead
    Spell B Augury
    Armor 6 Horn Lamellar
    Armor 1 Burglar's Buckler
    Item 2 Magic Carpet
    Item 2 Mumia
    Item B Alchemist's Kit
    Item B Brilliance of Ra
    Ally 6 Hippopotamus Mud Elemental
    Ally 6 Hippopotamus Mud Elemental
    Ally 3 Sedja
    Ally 1 Mad Dog Marrn
    Ally B Kafar
    Ally B Druid of the Hive
    Blessing 3 Blessing of Isis
    Blessing 3 Blessing of Isis
    Blessing 2 Blessing of Maat
    Blessing B Blessing of Ra
    Blessing B Blessing of the Ancients
    Blessing B Blessing of the Elements

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