ACG - Zarlova |
Turn 12: Blessing of the Elements
Location power: Marionette is shuffled back into my deck.
Move to the Embalming Parlor.
Free Explore; Ambush (Wisdom 12)
Recharge Byzantine Lexicon to add a wisdom die. (1d10)
Wisdom 12: 2d10 + 3 ⇒ (6, 9) + 3 = 18
Ambush is defeated.
Free Ambush Explore: Acid Mantis (Combat 9)
Zarlova leaves the healing tent to head over to the parlor to join the hellknight. As she moves down the alley, a telltale rumbling under her feet warns her of an impending attack, and she unleashes her spell just as the giant insect burrows from the ground.
Play Holy Javelin
Combat 9: 1d10 + 6 + 2d6 ⇒ (8) + 6 + (5, 3) = 22
Acid mantis is defeated.
Recharge Holy Javelin Divine 10: 1d10 + 6 ⇒ (8) + 6 = 14
Holy Javelin is placed on top of deck.
Discard Cleric of Nethys to examine the top two cards and explore.
As she approaches the door, runes flare from the darkness, briefly blinding the cleric, but doing no obvious damage. She instinctively dives to the side, avoiding the spray of ichor that follows and pauses to gather her strength.
Examine Evil Eye (trigger activates, scourge die 1d16+1: 1d6 + 1 ⇒ (3) + 1 = 4)
Zarlova displays Curse of Daybane.
Examine The First Law (triggered, encountered and displayed next to scenario).
Explore from Cleric of Nethys: Toxic Geyser (Wisdom 11)
Linxia reveals Nef to add 2 wisdom dice.
Wisdom 11: 3d10 + 3 ⇒ (6, 4, 8) + 3 = 21
Toxic Geyser is defeated.
End turn, reset hand.
Hand: Holy Javelin, Deathgrip, Marionette, Holy Light, Cure 2, Blessing of Pharasma 2,
Displayed: Curse of Daybane,
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([X ] or a blessing), you may add it to your hand.
Linxia - Substitute Character |
Off turn: Linxia makes a Diplomacy 8 checka for Neferekhu, and recharges Blessing of the Archdevils to add a die (recharge instead of discarding by revealing a second Blessing of the Archdevils).
Linxia heals herself 1 from playing a corrupted boon, randomly shuffling Heavy Iron Shield from her discard pile into her deck. Recharged pile cleared.
Diplomacy 8: 2d8 + 3 ⇒ (3, 7) + 3 = 13 -> Linxia is not cursed.
Hand: Ooze Falchion, Neferekhu, Gem of Physical Prowess, Blessing of the Archdevils, Longsword, Corruptive Half Plate,
Displayed: Tower Shield,
Deck: 8 Discard: 1 Buried: 0
Notes: Linxia actually won't let the Tower Shield lapse. Makes me feel safe in this particular scenario.Feel free to use Linxia's blessing, or the Embalming Parlor's effect if you need a specific elemental trait.
Linxia has used her Shirt Reroll for this scenario.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Vika - Maelwys |
Turn 13, under the Blessing of Isis.
Start of turn, shuffle Surgeon back into the deck.
By the time Linxia has finished dealing with the gas, it seems that everybody has vacated the surgery in favour of other, ... more breathable atmospheres. Feeling bad that she chased them all away, Vika continues exploring the lonely halls by herself.
Free exploration - Card 6: Bonecrusher Hunter. Reveal my Shock Glaive for combat.
Check to Defeat - Combat 12: 1d10 + 5 + 1d10 + 1 ⇒ (6) + 5 + (2) + 1 = 14
She comes across a gnoll hiding in one of the rooms, and quickly charges at it with the Glaive. After a brief duel, the gnoll falls dead.
Discard Camel to explore again - Card 7: Bonecrusher Wizard. Damn wizards.
BYA - Recharge Armor to absorb 1 Cold damage (+1 for scenario, -1 for Treaty).
Reveal Shock Glaive for combat.
Check to Defeat - Combat 9: 1d10 + 5 + 1d10 + 1 ⇒ (6) + 5 + (2) + 1 = 14
Deja vu.
AYA - Nothing I can do about it. Wizard deals 1 Poison damage (+1 for scenario, -1 for Treaty) that I can no longer prevent. Discard the Greatclub for damage, and each unoccupied location (plus my location) loses the top boon. So I guess it's a good thing that everybody spread out (though it would've been nice if Jinfu was still here... ;-) ).
As the gnoll hunter dies, Vika suddenly feels a chill and realizes that he had a wizard friend in the room as well. Her armor protects her from the cold, as she turns and charges him with her glaive, striking him down as well. As he falls, however, he manages to release one last spell, and a puff of poison gas forms around Vika's head, managing to just penetrate the protective spell she'd cast earlier. She coughs at the poison, sitting down amongst the bodies to try to catch her breath...
Draw 2 and end my turn. Display Four-Mirror Armor at the earliest chance.
Hand: Shock Glaive +1, Grappler's Mask, Blessing of Angradd, Dwarven Earthbreaker +1,
Displayed: Elemental Treaty, Four-Mirror Armor,
Deck: 10 Discard: 2 Buried: 0
Notes: I'm set for barriers, and not finding any... ;-)
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 5
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 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 instead.
Top card is banished from Surgery (Ally C), Bauble (Item B), Caravanserai (Weapon C), Great Library (Spell 3; dammit!), Laboratory (Item B), and Hypogeum (Item 3; dammit!).
BR Mork |
During This Adventure:
- The adventure deck number is 3. The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
- When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
- Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
- When a bane from the siege deck is undefeated, banish a card from a random open location deck.
- If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
- To win the scenario, a location must be open while the siege deck is empty.
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 1
Traits
Trigger
Elemental
Outsider
Elite
Check
Combat
9
Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier B
Traits
Obstacle
Fire
Basic
Check
Dexterity
Acrobatics
Perception
Craft
6
Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier C
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
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 B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
Arcane
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
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 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 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 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.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
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 reduce another type of damage by 5 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 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 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 B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Item 3
Traits
Object
Magic
Trigger
Check
Intelligence
Arcane
11
Powers
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Item 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 B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 3
Traits
Liquid
Poison
Check
Intelligence
Craft
9
Powers
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Ally C
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Poison
Basic
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally 3
Traits
Human
Rogue
Check
Charisma
Diplomacy
9
Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Ally 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.
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 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 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 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 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.
Turn: 14 Ezren/Yewstance
Top of Blessing Discard Pile: Blessing of Nethys
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 16
Blessings Deck
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 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 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 C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 2
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 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 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 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 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 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 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 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 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.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Henchman Monster 3
Traits
Sphinx
Trigger
Check
Combat
16
Powers
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Dragon
Electricity
Check
Combat
13
Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Monster 3
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 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Henchman Monster 2
Traits
Human
Inquisitor
Check
Combat
16
Powers
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard.
After you act, bury an ally from your discard pile.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:0
Located here: Linxia, Zarlova,
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.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 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.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Hayato,
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.
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:0
Located here: Vika
Notes: Elemental Treaty
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.
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.
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 C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:0
Located here: Radovan,
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:0 W:0 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:0
Located here: Vika
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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 B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:1 ?:0
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:0
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.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
Hypogeum
At This Location: When replaying a scenario, after setting up, you may summon and build the Hypogeum. Begin the scneario with the Hypogeum closed. After the villain escapes the first time, open the Hypogeum.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:0
Closed
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.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Linxia - Substitute Character |
Linxia chooses to keep Tower Shield displayed through each turn, auto-passing the Melee 6 check to do so.
Linxia starts her turn.
Linxia hands Longsword to Zarlova.
Just in case there's an AoE effect, Linxia moves to the Golden Lake, since Hayato has armor, unlike Zarlova, and I may want the location power.
Linxia takes her free exploration.
Scenario Deck Card 1: Alchemical Gas
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Tower Shield increases difficulty to defeat by 1d4.
Difficulty Increase: 1d4 ⇒ 4
Linxia recharges Ooze Falchion to add her Melee skill to her check to defeat an Obstacle barrier (using a Corrupted card, so Linxia heals herself... but has nothing left to heal).
Intelligence 7+4=11: 1d6 + 1d10 + 5 ⇒ (4) + (10) + 5 = 19 -> Alchemical Gas defeated.
Linxia recharges Corruptive Half-Plate to add the Corrupted trait to Neferekhu for the turn.
Linxia recharges Blessing of the Archdevils to explore, recharging instead of discarding the blessing by revealing the now-Corrupted Neferekhu.
By playing a Corrupted card, Linxia shuffles Imp from her discard pile back into her deck, clearing her recharged pile.
Scenario Deck Card 2: Guardian Scroll
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Tower Shield increases difficulty to defeat by 1d4.
Difficulty Increase: 1d4 ⇒ 1
Interestingly, Neferekhu does not have the Bludgeoning trait. I even found a PACG forum post about it, and confirmed that it's both intentional and thematically accurate; interesting.
So Linxia reveals Neferekhu for combat; since it still has the Corrupted trait, Linxia heals herself 1 again... and has no cards in her discard pile to heal.
Combat 11+1=12: 1d10 + 1d8 + 5 ⇒ (4) + (7) + 5 = 16 -> Guardian Scroll defeated.
Vika still needs to roll for The First Law, but in case she passes, Linxia will roll. Linxia never has a discard pile, so she's awesome to carry the Curse of the Ravenous, so I'll intentionally roll Knowledge (a skill I don't have).
Difficulty Increase: 1d4 ⇒ 2 -> Linxia suffers the Curse of the Ravenous (if Vika doesn't). The First Law banished.
Linxia ends her turn.
Curse of the Ravenous has no effect (either because it's on Vika or because Linxia has no discard pile). Linxia keeps Tower Shield in play, and uses the Golden Lake's location power to recharge Gem of Physical Prowess. Linxia resets her hand to draw 5 cards.
No flavour text; I might be able to add in in a separate post later.
Hand: Neferekhu, Blessing of the Archdevils, Unwrapped Harmony, Ooze Falchion, Divine Fortune, Blessing of Dispater,
Displayed: Tower Shield, Curse of the Ravenous,
Deck: 8 Discard: 0 Buried: 0
Notes: What an awesome hand! Party at the Golden Lake, guys!Linxia will keep Tower Shield up indefinetely.
Feel free to use Divine Fortune and/or Neferekhu at my location, and I encourage everyone do so. Feel free to use either of my blessings at any time, though I request that Blessing of Dispater is only used to add 1 dice, for the time being.
Linxia has used her Shirt Reroll for this scenario.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
I have strong support available, and I recommend everyone comes to the Golden Lake for another powerful Divine Fortune round; or you can wait one round so that Linxia can display it during her turn, giving us a total of one more character turn with it in effect.
Vika needs to roll for The First Law from her turn. If she passes, then Linxia gets the Curse; fine by me.
BR Mork |
During This Adventure:
- The adventure deck number is 3. The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
- When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
- Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
- When a bane from the siege deck is undefeated, banish a card from a random open location deck.
- If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
- To win the scenario, a location must be open while the siege deck is empty.
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster 1
Traits
Undead
Elite
Check
Combat
11
Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier B
Traits
Obstacle
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7
Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
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 B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Knife
Melee
Slashing
Fire
Magic
Elite
Check
Strength
Melee
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
Arcane
Divine
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
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 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
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 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 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
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 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 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Item B
Traits
Tool
Basic
Check
Intelligence
Perception
4
Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally C
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
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 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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
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 C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Turn: 15 Hayato/MorkXII
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 15
Blessings Deck
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 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 C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 2
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 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 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 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 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 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 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 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 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.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Henchman Monster 3
Traits
Sphinx
Trigger
Check
Combat
16
Powers
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Dragon
Electricity
Check
Combat
13
Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Monster 3
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 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Henchman Monster 2
Traits
Human
Inquisitor
Check
Combat
16
Powers
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard.
After you act, bury an ally from your discard pile.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:0
Located here: Zarlova,
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.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 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.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Hayato, Linxia,
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.
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:0
Located here: Vika
Notes: Elemental Treaty
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.
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.
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 C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:0
Located here: Radovan,
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:0 W:0 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:0
Located here: Vika
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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 B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:1 ?:0
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:0
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.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
Hypogeum
At This Location: When replaying a scenario, after setting up, you may summon and build the Hypogeum. Begin the scneario with the Hypogeum closed. After the villain escapes the first time, open the Hypogeum.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:0
Closed
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.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
MorkXII - Hayato |
Explore Siege Deck 1: Aghash
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat 11+6=17: 1d10 + 5 + 1d10 + 2d8 + 1 + 1d6 ⇒ (7) + 5 + (3) + (8, 4) + 1 + (3) = 31 Defeated.
Discard Riding Horse to explore Siege Deck 2: Final Nights
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Diplomany 7: 2d6 + 1 + 1d6 ⇒ (4, 3) + 1 + (6) = 14 Defeated.
End of turn:
Draw 3 cards.
Skills and Powers:Hand: Blessing of Gorum, Blessing of the Samurai, Dwarven Earthbreaker +1, Gem of Physical Prowess, JinfuSkills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: Four-Mirror Armor
Deck: 7 Discard: 6 Buried: 2
Notes: Shirt reroll not used in P2 (Zelhara).1 die bumps remaining.
Use blessing(s) as needed.
Use Jinfu if you take exactly 1 damage at my location!
Blessing of Gorum:Blessing of Gorum
Blessing BTraits
Divine
GorumPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength 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 of the Samurai:Blessing of the Samurai
Blessing BTraits
BasicPowers
Discard this card to add 1 die to any check.Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Jinfu:Jinfu
Cohort BTraits
Animal
Mount
Owner: HayatoPowers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.At the start of any turn, put this card on top of your deck to move.
Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.
BR Mork |
During This Adventure:
- The adventure deck number is 3. The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
- When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
- Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
- When a bane from the siege deck is undefeated, banish a card from a random open location deck.
- If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
- To win the scenario, a location must be open while the siege deck is empty.
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster B
Traits
Animal
Poison
Basic
Check
Stealth
6
OR
Combat
8
Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 2
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
12
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
If you play a weapon on your check to defeat, discard it.
Monster B
Traits
Animal
Poison
Basic
Trigger
Check
Combat
9
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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 B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Weapon 1
Traits
Sword
Melee
Slashing
Cold
Magic
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Weapon C
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor 2
Traits
Clothing
Light Armor
Alchemical
Check
Constitution
Fortitude
Intelligence
Craft
7
Powers
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item 3
Traits
Accessory
Magic
Pharasma
Check
Arcane
Divine
Knowledge
12
Powers
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.
Item C
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 1
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
4
OR
Wisdom
7
Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
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.
Ally 3
Traits
Human
Fighter
Check
Combat
11
Powers
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Ally 3
Traits
Human
Rogue
Check
Charisma
Diplomacy
9
Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Ally 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.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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.
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 B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 16 Radovan/huntsfromshadow
Top of Blessing Discard Pile: 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: 14
Blessings Deck
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 C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 2
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 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 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 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 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 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 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 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 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.
Henchman Monster 3
Traits
Sphinx
Trigger
Check
Combat
16
Powers
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Dragon
Electricity
Check
Combat
13
Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Monster 3
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 1
Traits
Animal
Cold
Elite
Check
Combat
9
Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Henchman Monster 2
Traits
Human
Inquisitor
Check
Combat
16
Powers
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard.
After you act, bury an ally from your discard pile.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:0
Located here: Zarlova,
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.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 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.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Hayato, Linxia,
Notes: Divine Fortune displayed
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.
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:0
Located here: Vika
Notes: Elemental Treaty displayed
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.
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.
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 C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:0
Located here: Radovan,
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:0 W:0 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:0
Located here: Vika
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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 B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:1 ?:0
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:0
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.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
Hypogeum
At This Location: When replaying a scenario, after setting up, you may summon and build the Hypogeum. Begin the scneario with the Hypogeum closed. After the villain escapes the first time, open the Hypogeum.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:0
Closed
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.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Vika - Maelwys |
Sorry, catching up on First Law.
First Combat, to beat a 14: 1d8 + 12 ⇒ (7) + 12 = 19
Second Combat, to beat a 14: 1d8 + 9 ⇒ (3) + 9 = 12
After the second combat I get his with the scourge.
End of my turn, 1d4 ⇒ 4 - Bury all Items in my discard pile, and there are none.
ACG - Radovan |
Turn 14
Blessing of Horus
Radovan is getting a bit sure of himself as he watches more oncoming attacks. "Your all boring me!" he yells out tempting fate you could say.
Explore Siege Deck #1 -> Akitar
Using Kama to flip to acrobatics + 1d6
Class gives +1d6
Norge gives +1 Fire
Banish Coffer Corpse with Norge to get 1d8 + 1
Combat 16: 1d8 + 4 + 1d6 + 1d6 + 1 + 1d8 + 1 ⇒ (8) + 4 + (3) + (5) + 1 + (3) + 1 = 25 -> Defeated
Discard Shy Ratini to explore again Seige Deck #2 -> Thunder Lizard
Thunder Lizard Damage: 1d4 ⇒ 4
Bury Red Leathers to reduce damage to 0.
Display Monster #1 -> Dark Stalker (2)
Using Kama to flip to acrobatics + 1d6
Class gives +1d6
Norge gives +1 Fire
Banish Dark Stalker with Norge to get 1d8 + 2
Combat 13: 1d8 + 4 + 1d6 + 1d6 + 1 + 1d8 + 2 ⇒ (3) + 4 + (2) + (3) + 1 + (3) + 2 = 18 -> Defeated
The Sphinx was easy, "not even breaking a sweat." Of course, Desna decided at that moment to test him. Looking around a large lizard hit him with a shock of electricity. Only thanks to his red leathers did he avoid the damage. He growls, "Bad move" and flips the kama in his hand and attacks.
In the fight, he loses his footing a few times and barely takes down the lizard. He looks up at the sky. "Okay, Desna I get it. You can take it away as much as give it."
Draw -> Rodrick, Thieves' Tools
Hand: Bloodbound Hat, Rodrick, Kama, Thieves' Tools, Blessing of the Starsong,
Displayed: Quang, Norge, Burning Child (3), Dark Stalker (2),
Deck: 13 Discard: 2 Buried: 1
Notes: Shirt Reroll Not used
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
B
Outsider
Devil
Veteran
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check. you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
ACG - Zarlova |
Turn 17: Blessing of the Ancients
Move: Golden Lake
Explore 1 (Discard Blessing of Pharasma due to curse and basic blessing.)
Zarlova follows the hellknight to the lake, the aftereffects of the runes slowing her somewhat. A large bird dives from the sky towards her and she mutters a prayer to Nethys, striking it from the air before it can get to her.
Rukh (Combat 13 then combat 13)
Play Holy Javelin
Combat 13: 1d10 + 6 + 2d8 + 1d6 ⇒ (1) + 6 + (1, 8) + (3) = 19
Combat 1 succeeds, recharge Holy Javelin Divine 10: 1d10 + 6 + 1d6 ⇒ (6) + 6 + (2) = 14
Place Holy Javelin on top of deck.
Combat 2: Play Holy Light
Combat 13: 1d10 + 2d6 + 1d6 + 6 ⇒ (7) + (3, 5) + (3) + 6 = 24
Combat 2 succeeds, Rukh is defeated. Recharge Holy Light, auto succeed due to divine fortune. Place Holy Light on the bottom of deck.
End turn. Reset hand, recharge 1d4: 1d4 ⇒ 1 with Golden Lake effect. Longsword is recharged.
Hand: Bound Lantern Archon, Deathgrip, Marionette, Shield Cloak, Cure 2, Hand of the Honest Man,
Displayed: Curse of Daybane,
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([X ] or a blessing), you may add it to your hand.
ACG - Zarlova |
Fixed hand update, forgot to draw the holy javelin back in.
Hand: Bound Lantern Archon, Deathgrip, Marionette, Shield Cloak, Cure 2, Holy Javelin,
Displayed: Curse of Daybane,
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Vika - Maelwys |
Turn 18, under the Blessing of Nethys
Vika continues her lone exploration of the Surgery. In the next cubicle, she's extremely surprised to to find a Shasalqu has been hiding away.
Free exploration - Card 4: Shasalqu. Reveal Shock Glaive to attack it.
BYA - Wisdom 6: 1d8 ⇒ 1
Recharge: 1d4 ⇒ 1 - Dwarven Earthbreaker
Check to Defeat - Combat 9: 1d10 + 5 + 1d10 + 1 ⇒ (6) + 5 + (3) + 1 = 15
AYA - Roll is 15, doesn't exceed 15, so no damage.
She charges at it with her glaive spinning, and quickly dispatches the beast.
I'll save my blessing and stop there, since there's no time crunch. Also, I feel like I've been completely set up for a barrier all game, and have yet to actually hit one... which is very odd after the last couple siege scenarios... Draw 2 to end my turn.
Hand: Shock Glaive +1, Grappler's Mask, Blessing of Angradd, Blessing of the Samurai 1, Ushabti of the Willing Servant,
Displayed: Elemental Treaty, Four-Mirror Armor,
Deck: 9 Discard: 2 Buried: 0
Notes: Use my blessings as needed.
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 5
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 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 instead.
BR Mork |
During This Adventure:
- The adventure deck number is 3. The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
- When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
- Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
- When a bane from the siege deck is undefeated, banish a card from a random open location deck.
- If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
- To win the scenario, a location must be open while the siege deck is empty.
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 2
Traits
Bonecrusher
Trigger
Veteran
Check
Combat
12
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
If you play a weapon on your check to defeat, discard it.
Monster 2
Traits
Elemental
Outsider
Cold
Elite
Check
Combat
12
Powers
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
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 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 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 B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier 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.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 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.
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.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
10
Powers
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
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 B
Traits
Accessory
Light Armor
Elite
Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6
Powers
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 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 B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
3
OR
Melee
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
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.
Item C
Traits
Tool
Basic
Check
Intelligence
Perception
4
Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Tool
Basic
Check
Intelligence
Perception
4
Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Item B
Traits
Liquid
Attack
Acid
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
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.
Ally C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 2
Traits
Human
Shopkeeper
Check
Fortitude
Charisma
Diplomacy
8
Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.
Ally 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 B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
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 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 C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 19 Ezren/Yewstance
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 11
Blessings Deck
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 2
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 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 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 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 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 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 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 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 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.
Henchman Monster 2
Traits
Human
Inquisitor
Check
Combat
16
Powers
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard.
After you act, bury an ally from your discard pile.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:0
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.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 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.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Hayato, Linxia, Zarlova,
Notes: Divine Fortune displayed
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.
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:0
Located here: Vika
Notes: Elemental Treaty displayed
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.
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.
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 C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
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Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
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Located here: Radovan,
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
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Located here: Vika
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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 B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
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Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
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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.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
Hypogeum
At This Location: When replaying a scenario, after setting up, you may summon and build the Hypogeum. Begin the scneario with the Hypogeum closed. After the villain escapes the first time, open the Hypogeum.
When Closing:
When Permanently Closed:
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Closed
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.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Linxia - Substitute Character |
Linxia starts her turn.
Linxia attempts to recharge Divine Fortune.
Divine 13: 2d6 + 1 ⇒ (6, 5) + 1 = 12 -> Weirdly, I almost passed, though I didn't expect to. Divine Fortune discarded.
Lets take things slow and make sure we don't take any unfortunate damage or AoE, so Linxia will move back to the Embalming Parlor, then discard Unwrapped Harmony to examine the top 3 cards of the Scenario deck.
Siege Deck Card 1: Zelhara
Siege Deck Card 2: Fire Hydra
Siege Deck Card 3: Geniekin (TRIGGER)
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Geniekin triggers; Linxia summons and encounters Random Monster 1 2 3: Ice Elemental.
Traits
Elemental
Outsider
Cold
Elite
Check
Combat
12
Powers
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.
Linxia coldly cuts her way through resistance as she hunts for Zelhara, until at last she's telepathically contacted by Ezren. The cowardly wizard seems good for something after all; he shares information as to where Zelhara is hiding, as well as threats surrounding her that he's discovered with his lengthy scrying attempts. Linxia allows herself the briefest of smiles, ignoring the other threats to make an immediate attempt at taking on Zelhara directly. Ezren would have notified the other Pathfinders too; Linxia doesn't trust letting them get to Zelhara before she does.
Linxia ends up kicking down the locked doors of an odd building styled to serve as a temporary mortuary, and briefly catches a glimpse of Zelhara. Linxia notices the blank stare; the force behind the inquisitor's eyes that were not her own.
"Zelhara! Do not let Stavros pervert your loyalty to- RRrh!" Linxia's call quickly turns to a growl of suppressed pain as Zelhara raises a hand, covering Linxia in a field of magically induced agony; like burning hot nails tearing through every inch of skin as acid is poured into the wounds. For a moment it's as if Linxia's eyeballs were being boiled as her insides convulsed and were dragged around by unseen, spinning blades within her torso. Zelhara's pain spell was complete, but instead of a scream Linxia simply grunts, suppressing her bodily responses through sheer force of will, in concert to a lifetime of first-hand experience to agony, much of it self-inflicted.
"You... cannot expect that to stop me, do you? Stand down before..." Linxia draws her blade, advancing through the agony field, but Zelhara flees, throwing some kind of charm onto the ground that shatters and summons a djinn and an ice elemental.
Linxia autofails the BYA check, and can only play 1 card on the check to defeat.
Tower Shield increases difficulty by 1d4.
Difficulty Increase: 1d4 ⇒ 2
No kill like overkill. Linxia reveals Neferekhu for combat... then uses her power, banishing Neferekhu to add 2d6 plus Neferekhu's AD# (2) to her combat check.
Combat 12+2=14: 1d10 + 5 + 1d8 + 2d6 + 2 ⇒ (4) + 5 + (3) + (6, 5) + 2 = 25 -> Ice Elemental defeated.
With the TRIGGER resolved, Linxia re-orders the top 3 cards of the Siege deck as follows, then explores with Unwrapped Harmony's effect.
Siege Deck Card 1: Geniekin -> Geniekin is explored/encountered.
Siege Deck Card 2: Zelhara
Siege Deck Card 3: Fire Hydra
Tower Shield increases difficulty by 1d4.
Difficulty Increase: 1d4 ⇒ 3
Linxia discards Ooze Falchion for combat.
Combat 14+3=17: 1d10 + 5 + 2d4 + 1d6 ⇒ (8) + 5 + (2, 4) + (6) = 25 -> 4 on a d4 is treated as 5 -> 26 -> Janni defeated.
The field of pain dissipates, and Linxia charges into combat with a roar, carrying her acidic falchion in one hand as she swings the caged Neferekhu in her other. Weapons spinning, Linxia fights as a dervish; bashing and slicing, using the momentum of her weapons in concert with her own movements to deflect the duo's attacks and strike back over and over. Finally, Linxia cuts the summoned outsiders to pieces almost simultaneously, leaving them bleeding out water and liquid lightning over the floor from what limbs they have remaining.
As the summoned entities begin to dissipate, Linxia drops her weapons to abandon their burdensome weight and chases after Zelhara as fast as she can manage in her armor, not willing to let her get away despite the agile Inquisitor's head start.
Linxia ends her turn, keeping Tower Shield in play. She has blessings available, and I've left Zelhara for Hayato to kill and Fire Hydra for Radovan. If we have any means of examining the last card before encountering it, that'd be great.
Hand: Blessing of the Archdevils 2, Blessing of the Archdevils, Shackles of Compliance, Imp, Heavy Iron Shield, Blessing of Dispater,
Displayed: Tower Shield,
Deck: 4 Discard: 3 Buried: 0
Notes: Linxia will immediately display Imp to draw 2 cards at the start of Hayato's turn.Linxia has 3 blessings available; I strongly recommend using them! Please use Blessing of Dispater to add 2 dice to your check if you're at Linxia's location, perhaps for Zelhara or the last card of the deck.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Linxia - Substitute Character |
Linxia Displays Imp to draw 2 cards. (Flavour text will be added to my previous post, not this one.)
Hand: Blessing of the Archdevils 2, Blessing of the Archdevils, Shackles of Compliance, Blessing of Shax, Heavy Iron Shield, Blessing of Dispater, Disable Mechanism,
Displayed: Tower Shield, Imp,
Deck: 2 Discard: 3 Buried: 0
Notes: I now have 4 blessings available, two of which will usually add 2 dice. And I've got Disable Mechanism - Use them!!
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
BR Mork |
During This Adventure:
- The adventure deck number is 3. The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
- When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
- Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
- When a bane from the siege deck is undefeated, banish a card from a random open location deck.
- If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
- To win the scenario, a location must be open while the siege deck is empty.
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
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Monster B
Traits
Undead
Skeleton
Basic
Check
Combat
8
Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster 3
Traits
Dragon
Electricity
Check
Combat
13
Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Barrier B
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
Weapon B
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Weapon B
Traits
Knife
Ranged
Slashing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
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 C
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
3
OR
Melee
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 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 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.
Item 1
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
4
OR
Wisdom
7
Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
Item C
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally B
Traits
Animal
Electricity
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
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
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.
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 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 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 C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 20 Hayato/MorkXII
Top of Blessing Discard Pile: 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.
Blessings Remaining: 10
Blessings Deck
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 2
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 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 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 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 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 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 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 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 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.
Henchman Monster 2
Traits
Human
Inquisitor
Check
Combat
16
Powers
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard.
After you act, bury an ally from your discard pile.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:0
Located here: Linxia,
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.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 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.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Hayato, Zarlova,
Notes:
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.
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:0
Located here: Vika
Notes: Elemental Treaty displayed
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.
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.
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 C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:0
Located here: Radovan,
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:0 W:0 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:0
Located here: Vika
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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 B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:1 ?:0
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:0
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.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
Hypogeum
At This Location: When replaying a scenario, after setting up, you may summon and build the Hypogeum. Begin the scneario with the Hypogeum closed. After the villain escapes the first time, open the Hypogeum.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:0
Closed
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.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
MorkXII - Hayato |
Hayato explores and finds Zelhara, right where Linxia said she would be.
Henchman Monster 2
Traits
Human
Inquisitor
Check
Combat
16
Powers
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard.
After you act, bury an ally from your discard pile.
BYA Combat Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Recharge 4-Mirror Armor to block.
Difficulty to defeat is 16+6. Discard Dwarven Earthbreaker, Blessing of Gorum
Combat 16+6=22: 1d10 + 5 + 1d10 + 3d6 + 1 + 2d10 ⇒ (7) + 5 + (10) + (5, 6, 2) + 1 + (8, 6) = 50 Defeated.
End of turn:
Discard Gem, draw 3 cards.
Skills and Powers:Hand: Blessing of the Samurai, Blessing of the Samurai, Elemental Treaty, Jinfu, Shock Glaive +1Skills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: 0
Deck: 5 Discard: 9 Buried: 2
Notes: Shirt reroll not used in P2 (Zelhara).1 die bumps remaining.
Use blessing(s) as needed.
Use Jinfu if you take exactly 1 damage at my location!
Blessing of the Samurai:Blessing of the Samurai
Blessing BTraits
BasicPowers
Discard this card to add 1 die to any check.Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Jinfu:Jinfu
Cohort BTraits
Animal
Mount
Owner: HayatoPowers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.At the start of any turn, put this card on top of your deck to move.
Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.
BR Mork |
During This Adventure:
- The adventure deck number is 3. The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
- When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
- Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
- When a bane from the siege deck is undefeated, banish a card from a random open location deck.
- If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
- To win the scenario, a location must be open while the siege deck is empty.
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Elemental
Outsider
Fire
Basic
Check
Combat
9
Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
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 B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Monster 3
Traits
Dragon
Electricity
Check
Combat
13
Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Barrier C
Traits
Obstacle
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7
Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier C
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 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.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits
Sling
Ranged
Bludgeoning
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Weapon 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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Cold
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
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 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
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.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Item C
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item C
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
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 B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
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.
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 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 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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn: 21 Radovan/huntsfromshadow
Top of Blessing Discard Pile: 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 Remaining: 9
Blessings Deck
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 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 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 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 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 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 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 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 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.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:0
Located here: Linxia,
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.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
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 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.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Hayato, Zarlova,
Notes:
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.
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:0
Located here: Vika
Notes: Elemental Treaty displayed
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.
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.
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 C
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Item B
Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Weapon C
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
Arcane
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:0
Located here: Radovan,
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Club
Melee
Bludgeoning
Fire
Basic
Check
Strength
Intelligence
Wisdom
4
Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:0 W:0 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:0
Located here: Vika
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
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 B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Rogue
Basic
Check
Charisma
Diplomacy
Acrobatics
4
Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Armor B
Traits
Clothing
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Acid
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:1 ?:0
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Ally B
Traits
Dwarf
Cleric
Basic
Check
Charisma
Diplomacy
Divine
6
Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:0
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.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
Hypogeum
At This Location: When replaying a scenario, after setting up, you may summon and build the Hypogeum. Begin the scneario with the Hypogeum closed. After the villain escapes the first time, open the Hypogeum.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:0
Closed
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.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
ACG - Radovan |
Turn 21
Blessing of Bastet
Explore Siege Deck #1 -> Fire Hydra
Dexterity 8: 1d8 + 2 ⇒ (2) + 2 = 4 -> Failed
Take 1d4-1 Fire: 1d4 - 1 ⇒ (1) - 1 = 0 => Reduced to 0 by Norge
Draw monster card #1 from class for taking a damage -> Plague Zombie (1)
Draw monster card #2 from Norge as Fire Hydra invokes fire -> Ghost Scorpion (B)
Use Kama to flip to acrobatics and add 1d6
Class gives me 1d6
Norge gives +1 Fire
Combat 7: 1d8 + 4 + 1d6 + 1d6 + 1 ⇒ (1) + 4 + (5) + (3) + 1 = 14 -> Defeated
Turns a corner at the tower and sees a fire hydra. He simply reaches out with his kama and slays it without even looking rolling his eyes as he does. "Do you things just search for me?"
Discard Rodrick to Explore Card #2 -> Symbol of Fear
No mechanic needed as it's a display trap. -> Finished
Radovan comes across a symbol that is supposed to make him afraid. He glances at it and sighs "Yea not today" and yells, "I think it's all clear! Finally..."
BR Mork |
DEVELOPMENT:
When the dust settles, one of the guards thanks you.
“Without your help, Kholoran might have gotten away. As for this miscreant,” she gestures toward the slumped form of the pasha’s agent, “she seemed to be under mindcontrolling magic.”
The pasha’s unwitting agent speaks, “I am Zelhara. Should you wish to know what I have seen, you must accept my assistance against the one that has used me. What I have done here as a mere puppet is a pale shadow of the ruin I can bring to that one.”
If you agree to her proposal, you’d best keep an eye on her.
SCENARIO REWARD:
The party gets all boons remaining in location decks.
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Symbol of Pain. At the end of each scenario, return that spell to the game box.
Each player may, for each future scenario, choose to exchange her character that completed this scenario with Zelhara from Hell’s Vengeance Character Deck 2. Zelhara gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Zelhara’s deck from the Hell’s Vengeance Character Deck 2 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Inquisitor Zelhara.
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.
ACQUIRED CARDS:
Weapon B Blowgun
Weapon C Spelldagger
Weapon B Torch
Spell C Acid Jet
Spell B Acid Splash
Spell B Acid Splash
Spell C Cure
Spell C Cure
Spell B Fiery Glare
Spell B Fiery Glare
Spell B Holy Light
Spell B Holy Light
Spell 1 Knock
Spell 1 Locate Object
Spell 3 Mistform
Spell C Remove Curse
Spell B Remove Curse
Armor B Armored Kilt
Armor 1 Burglar's Buckler
Armor C Crocodile Skin Shield
Item B Canteen
Item B Crowbar
Item C Crowbar
Item B Flash Freeze
Item B Flash Freeze
Item 1 Helpful Haversack
Item 2 Magic Carpet
Item B Noxious Bomb
Item B Potion of Healing
Item 3 Scarab Sand
Item 1 Smoke Stick
Ally B Camel
Ally B Meehr Zet
Ally B Mumia Smugglers
Ally B Pahmet Clansman
Ally 1 Sebti the Crocodile
Ally B Tomb Raider
Blessing B Blessing of Bastet
Blessing 2 Blessing of Maat
Blessing B Blessing of the Ancients
Blessing B Blessing of the Ancients
Blessing B Blessing of the Ancients
Blessing 1 Blessing of Thoth
Blessing B Blessing of Wadjet
BR Mork |
ADVENTURE 3: FAVORS AND FOES
Pasha Muhlia al-Jakri has lost much of her standing and many of her holdings in Qadira, but some of her connections remain intact. Your ifrit colleague Malik Qadim passes you freshly brewed coffee as he explains the situation. “I believe a particular man in Katheer can help you: the much respected Tallah al-Hamar. To the casual observer, he is a distributor of goods from local artisans to the world beyond. To the practiced eye, though, he is the core of an extensive network of business contacts that can accomplish nearly anything if properly managed.”
Qadim waves a hand dramatically as he explains, “Qadira operates on patronage, a complex system of who knows whom. Al-Hamar is a powerful patron in that economy of favors. No doubt he commands the ear of any legitimate business contacts— and illegitimate ones—on which al-Jakri has relied recently. I can supply you a letter of recommendation, but even my word carries only so much weight. If you are to secure Tallah al-Hamar’s patronage, you must earn it.” The ifrit stands and stretches before adding, “One of my own caravans is bound for Katheer tomorrow. The Qadiran satrapy maintains some of the safest roads, yet there is always a little more safety in numbers. I know a local fixer by the name of Sahmia, and she can guide you from there.”
The journey from Omash to Katheer is a short and uneventful one. Katheer is a wonder to behold! Beautiful buildings, each looking more extravagant than the last, rise up into the sky. Crowds of people fill the streets, and ships of every kind from every corner of Avistan, Garund, and Casmaron traverse the harbor.
You track down Sahmia with little difficulty, and after you introduce yourself to the Kelish woman, she cheerfully motions to her surroundings. “Welcome to Katheer! Have your eyes ever beheld such wonders? No other city commands such sights, sounds, and treasures, which is why all caravans come to Katheer eventually.” She grins. “Come, let us log your arrival. Only fools and Taldans try to court patrons without registering. Afterward, we can secure lodging for you and discuss how to get the esteemed al-Hamar’s attention.” It’s clear that Sahmia has assisted travelers like you before, as with her help, you quickly secure official travel and business papers.
Paperwork in hand, you head to the Mirage, the caravanserai that Sahmia selected for you. She stops you as you approach the door. “Haggling is very important here. It’s simply how business works, and I’ll give you a lesson. Listen, and try to learn.” Her interaction with the innkeeper is as much a dance as any you’d see in a ballroom, and their words eventually arrive at a price that leaves them both smiling. Sahmia tosses and catches the key as she leads you upstairs to help plan your next move.
“You did better than I could have ever hoped retrieving information on al-Jakri, so I’ll leave it to you to decide which of the two crimes we investigate first: the disappearance or the arson. Let me be your eyes and ears for the investigation— you have my spells at your disposal at all times. Good luck, my friends!”
DURING THIS ADVENTURE:
- The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
- If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
BR Mork |
4-3A: SUPPLY AND DEMAND
The fixer Sahmia pours some wine from the bottle she acquired from the bar downstairs and pushes the glass to you. “An artist named Payiir ibn Saruh has captured the attention of your would-be patron Tallah al-Hamar. Payiir creates wonderful figurines in the likeness of the great heroes of history, myth, and legend. Selling them here in the Great Market has earned her praise and profits, yet to her frustration, she increasingly spends her time managing her stall rather than practicing her craft. Might not she be happier carving than haggling? Would not she benefit from al-Hamar’s guiding hand in managing and growing her business? His network could handle sales for her, yet thus far
she has been reluctant. Now al-Hamar’s time and resources are valuable, so imagine how grateful he would be if someone convinced Payiir to accept his services without his expending further capital?”
Sahmia’s dark eyes grow wide with dawning realization. “Oh! Al-Hamar’s business is a very legitimate one! His clients work with him because it benefits them, not because they’re scared. I realize my words might be considered criminal innuendo elsewhere, so let me be clear: no threats or strong-arming.
“Now, Payiir ibn Saruh has several concerns about joining Tallah’s network. Most of these originate with another artist, Ahkair, who used to work with al-Hamar and has only ill to say about the experience. In fact, Ahkair has steered most of his colleagues from the man, so if you are to win ibn Saruh’s trust, you will need to set the record straight for the community. You might even need to confront Ahkair verbally, though beware how quickly he can turn bystanders’ perceptions against his enemies.”
You set out to undo Ahkair’s damage, yet the man seems to be everywhere. As he spreads increasingly foul accusations, it’s time to delve into his claims. You must see whether any of them are true, and set the record straight.
VILLAIN:
None
HENCHMEN:
None
LOCATIONS:
1 Canny Jackal
1 Caravansarai
1 Pleasure Barge
1 Tooth & Hookah
2 Glass Pavilion
3 Smoking Den
4 Warehouse
5 Dye Market
6 The Shiny Bauble
DURING THIS SCENARIO:
- After building the location decks, shuffle an ally from the box into each.
- On your check to acquire an ally, you may bury any number of boons to add 1 for each boon buried.
- After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
- To win the scenario, close all locations.
Henchman Barrier 3
Traits
Task
Check
Wisdom
8
OR
Charisma
Diplomacy
10
Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.
If undefeated, shuffle a barrier into your location deck.
BR Mork |
During This Adventure:
- The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
- If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
During This Scenario:
- After building the location decks, shuffle an ally from the box into each.
- On your check to acquire an ally, you may bury any number of boons to add 1 for each boon buried.
- After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
- To win the scenario, close all locations.
Henchman Barrier 3
Traits
Task
Check
Wisdom
8
OR
Charisma
Diplomacy
10
Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.
If undefeated, shuffle a barrier into your location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.[/spoiler]
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:2 W:1 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:
Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:5 Bl:2 ?:
Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:3 Bl:0 ?:
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:1 Bl:0 ?:
Linxia - Substitute Character |
"Gngh! Good to see you again too, Linxia." Zelhara hisses as Linxia yanks her away. Linxia pretends not to hear her.
"Cheliax will see that this filth sees its punishment served for the damage she has caused. Thank you once more for your assistance, Pathfinders; I'll take it from here." Linxia assures you all, waiting for no response as she practically drags Zelhara out of the room; the Inquisitor betraying no sign of complaint, biding her time with a slight smirk, giving you each one last glance before she's dragged away.
ACG - Zarlova |
Add Coordinated blast for Sphere of Fire. (Spell 3)
Loot: Life drain -> Deathgrip
Visit the Auction House for traders.
Formal Linxia - Substitute |
----
"They want us to do what!? We've fought slavers, vampires, dhampir, gnolls, assassins, small dragons, divs and hellknights, and we're being sent to offer business opportunities!? We've been turned into a ****ing recruitment agency; the Society's a laughingstock! I left Absalom to get away from these nonsense politics and theatrical diplomacy. It's a waste of time, money and effort. You tell that Sahmia that she can..."
----
Vika had left by then, and she cheerfully - and accurately - told the group that Ezren was being too much of a grumpy old man to join the party on this mission. When they went to leave their lodgings, however, you're stopped by a female knight in horned armor. With a start, the Pathfinders recognize Linxia; having been previously thrown off by her full helmet and more restrained armor design. Asmodeus' symbol is marked on her chestplate, but her current armor appears more ceremonial and less intimidating, and her expression, whilst a measured neutral, lacked the same cold stare that you had grown accustomed to from her.
She waves a gauntlet clad hand to you in greetings; this one lacks the sharpened finger points of the previous armor set.
"We meet again, and so soon, Pathfinders." She states with an uncharacteristically polite short bow, "I must thank you for your earlier assistance. Following the apprehending of Zelhara, I was tasked to join a diplomatic mission, and so I'm here in Katheer on official business."
Linxia explains, appearing to force a small smile.
"As it so happens, Al-Hamar, I am assured, is a good friend to Cheliax, and I was re-tasked shortly ago to assist you in any way I can. He appears very interested in ensuring this business deal goes through; and you will find I can be very persuasive."
The smile Linxia gives now was more genuine; and yet several times more intimidating. You are, at least, grateful that she's toned back her general appearance, and her more restrained demeanor does something to conceal the layers of cruelty you know lie beneath the surface. Still, whatever else Linxia may be, she is loyal to her country, her church and her mission... perhaps you can trust in her fervor to keep her on your side?
Formal Linxia reporting for duty.
Formal Linxia - Substitute |
Substitute Character selected.
Ezren sidelined for the Hellknight Linxia.
Lazzero is using the Ultimate Intrigue Add-On deck (rather than Ultimate Combat) in addition to the Hell's Vengeance Character Deck 1.
Strategy changes for Linxia:
- Linxia has changed her setup to gear herself entirely to non-combat and diplomacy as much as possible. She has all 3 skill feats in Charisma, granting her a 1d8+6 diplomacy, and carries items and weapons from Ultimate Intrigue to further her diplomacy skills.
- Blessing of Shax was switched out for Blessing of Belial - 2 dice to any check to acquire a boon. Particularly useful in this scenario and with the new Adventure rule.
- If you are at Linxia's location always feel free to use Neferekhu! She fearlessly adds 2 dice to noncombat wisdom/knowledge checks with her phenomenal Diplomacy skill allowing her to minimize the risk of any downside, which also massively improves her own potential Wisdom score.
Linxia will visit the Auction House. This way Linxia can get rid of multiple of her weaker cards, since we've already seen her self-heal cycling in action.
Loot Upgrade: Longsword -> Ooze Falchion
Loot Upgrade: Falcon -> Unwrapped Harmony
Loot Upgrade: Emissary -> Neferekhu
Linxia will start at Zarlova's location. A reminder that Linxia has quite a few means of supporting characters at her own location.
Vika - Maelwys |
I like the idea of changing up characters to customize a bit for scenarios like this, when you can just dump all your stats into (for example) Charisma, and tool your items and even add-on deck towards it. I'll definitely have to keep that in mind later when I'm at home and have the chance to customize a deck a bit better, nice move.
For now though, I think I'm somewhat limited in how much I can do along those lines. I can't even think of a good Basic boon I could grab to help my Chr/Dip. So for traders, I'll just follow somebody to somewhere and see what they get. Or if there are multiple options, I'll follow towards Weapons.
Formal Linxia - Substitute |
I like the idea of changing up characters to customize a bit for scenarios like this, when you can just dump all your stats into (for example) Charisma, and tool your items and even add-on deck towards it. I'll definitely have to keep that in mind later when I'm at home and have the chance to customize a deck a bit better, nice move.
Thank you! Though I confess I feel like it's almost cheating. I've mentioned this before, but I feel like playing <insert any character here> and then substituting in a Hell's Vengeance character is better than just playing a Hell's Vengeance character from the box, with the sole loss of the use of Redemption Sheets and the "Current Tier - 2 AD# replacement" abilities.
I suppose there's nothing saying you can't just play Linxia and then sideboard in Linxia anyway, either? You could just do that to change your setup on the fly. Seems a bit too good to me, but I think the reward isn't particularly well thought-out.
Linxia will actually start in the Smoking Dens, as discussed in Hangouts.
BR Mork |
Ally 3
Traits
Human
Fighter
Check
Combat
11
Powers
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
Ally 3
Traits
Animal
Elemental
Acid
Poison
Check
Wisdom
Survival
10
Powers
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Ally 3
Traits
Automaton
Check
Intelligence
Craft
9
Powers
Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
Discard this card to explore your location.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Ally 3
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Ally 2
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.
ACG - Radovan |
Hand: Blessing of the Ancients, Sacred Candle, Blessing of the Elements, Shy Ratini, Hyrm,
Displayed: Quang, Fell Viridio,
Deck: 14 Discard: 0 Buried: 0
Notes: Shirt Reroll Not used
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check. you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
B
Outsider
Devil
Veteran
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.""
MorkXII - Hayato |
I'm just going to pass on the allies.
Skills and Powers:Hand: Blessing of the Samurai, Dwarven Earthbreaker +1, Gem of Physical Prowess, Jinfu, Retriever, Riding HorseSkills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6
Survival +1
CHARISMA d6
Diplomacy +1Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).
Displayed: 0
Deck: 12 Discard: 0 Buried: 2
Notes: Shirt reroll not used in 3A.1 die bumps remaining.
Use blessing(s) or Jinfu as needed.
Blessing of the Samurai:Blessing of the Samurai
Blessing BTraits
BasicPowers
Discard this card to add 1 die to any check.Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
Discard this card to explore your location.
Jinfu:Jinfu
Cohort BTraits
Animal
Mount
Owner: HayatoPowers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.At the start of any turn, put this card on top of your deck to move.
Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.
BR Mork |
During This Adventure:
- The scourge die is 1d6+1.
- When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
- If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
During This Scenario:
- After building the location decks, shuffle an ally from the box into each.
- On your check to acquire an ally, you may bury any number of boons to add 1 for each boon buried.
- After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
- To win the scenario, close all locations.
Henchman Barrier 3
Traits
Task
Check
Wisdom
8
OR
Charisma
Diplomacy
10
Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.
If undefeated, shuffle a barrier into your location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster 1
Traits
Undead
Elite
Check
Combat
11
Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Monster 2
Traits
Elemental
Outsider
Cold
Elite
Check
Combat
12
Powers
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.
Monster 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 3
Traits
Animal
Elite
Check
Combat
18
Powers
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
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.
Barrier 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Divine
Charisma
Diplomacy
8
Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 3
Traits
Trap
Obstacle
Check
NONE
Powers
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check. Any character that fails the check must bury her hand. If your check succeeds, you may explore your location.
After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon B
Traits
Sword
Melee
Slashing
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 1
Traits
Whip
Melee
Piercing
Poison
Finesse
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 2
Traits
Sword
Melee
Slashing
Acid
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
Weapon 3
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.
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 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
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 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
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 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 reduce another type of damage by 5 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 B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
3
OR
Melee
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Item C
Traits
Object
Magic
Abadar
Check
Disable
Perception
Arcane
Divine
10
Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 3
Traits
Object
Magic
Check
Intelligence
Arcane
9
Powers
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item 3
Traits
Accessory
Alchemical
Acid
Check
Dexterity
Intelligence
Craft
8
Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
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 B
Traits
Thriae
Druid
Veteran
Poison
Check
Charisma
Diplomacy
7
Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Ally 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
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
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 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 C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Turn: 1 Radovan/huntsfromshadow
Top of Blessing Discard Pile: Blessing of Isis
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessings Remaining: 29
Blessings Deck
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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 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 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 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 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 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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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 B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 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 C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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 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.
Favor 3
Traits
Check
Powers
When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
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 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 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 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 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.
Monster B
Traits
Aberration
Fire
Basic
Check
Combat
7
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:0
Located here: Hayato
Armor B
Traits
Clothing
Magic
Arcane
Divine
Elite
Check
Constitution
Fortitude
6
OR
Arcane
Divine
8
Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
Barrier C
Traits
Obstacle
Acid
Elite
Check
Intelligence
Disable
Craft
7
Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
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.
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.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Item 1
Traits
Staff
Attack
Magic
Arcane
Divine
Anubis
Check
Arcane
Divine
6
Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:2 W:1 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:0
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.
Barrier B
Traits
Trap
Poison
Slashing
Elite
Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7
Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Disable
Arcane
Wisdom
Divine
7
Powers
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
Item 3
Traits
Liquid
Poison
Check
Intelligence
Craft
9
Powers
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Item 3
Traits
Object
Magic
Anubis
Trigger
Check
Intelligence
10
OR
Charisma
Diplomacy
8
Powers
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Barrier B
Traits
Trap
Elite
Check
Dexterity
Acrobatics
Wisdom
Survival
9
Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Weapon 1
Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Armor 2
Traits
Clothing
Light Armor
Alchemical
Check
Constitution
Fortitude
Intelligence
Craft
7
Powers
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:6 Bl:2 ?:0
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.
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 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
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.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
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.
Ally B
Traits
Human
Bard
Aspis
Check
Charisma
Diplomacy
8
Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 3
Traits
Human
Fighter
Check
Combat
11
Powers
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
Spell 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.
Ally 2
Traits
Human
Shopkeeper
Check
Fortitude
Charisma
Diplomacy
8
Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.
Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:4 Bl:0 ?:0
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.
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.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Barrier 1
Traits
Curse
Law
Elite
Trigger
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
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.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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.
Ally 1
Traits
Half-Elf
Fighter
Check
Melee
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.
Ally 3
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.
Weapon B
Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
Check
Dexterity
Ranged
Craft
5
Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:2 ?:0
Located here: Zarlova,
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.
Item B
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Barrier 1
Traits
Curse
Law
Trigger
Elite
Check
None
Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Ally 3
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Monster 1
Traits
Construct
Elite
Check
Combat
10
Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:3 Bl:1 ?:0
Located here: Linxia2
Ally 3
Traits
Human
Rogue
Check
Charisma
Diplomacy
9
Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Ally B
Traits
Animal
Trigger
Elite
Check
Wisdom
Survival
7
Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
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.
Barrier 1
Traits
Curse
Undead
Trigger
Elite
Check
Wisdom
Intelligence
Charisma
Diplomacy
7
Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Barrier 2
Traits
Trap
Arcane
Magic
Elite
Check
Arcane
Divine
12
OR
Constitution
Disable
9
Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
Check
Strength
Melee
6
OR
Arcane
Divine
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Monster 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:0
Located here: Radovan
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
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.
Armor B
Traits
Light Armor
Elite
Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
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.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
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.
Item B
Traits
Object
Magic
Maat
Check
Constitution
Knowledge
Divine
5
Powers
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:0
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 2
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
Knowledge
9
Powers
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
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.
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.
Monster 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
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 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
ACG - Radovan |
Turn 1
Blessing of Isis
Explore -> Stone Weasel
Wisdom 6: 1d6 ⇒ 1
Discard Shy Ratini to explore -> Caravan Raider
Class gives 1d6
Fell gives +2 Poision
Reveal Hyrm for 1d8 + 1
Combat 12: 1d8 + 1 + 1d6 + 2 + 1d8 + 1 ⇒ (7) + 1 + (5) + 2 + (8) + 1 = 24 -> Defeated
Draw -> Red Leathers
Hand: Blessing of the Ancients, Sacred Candle, Blessing of the Elements, Red Leathers, Hrym,
Displayed: Quang, Fell Viridio,
Deck: 12 Discard: 1 Buried: 0
Notes: Shirt Reroll Not used
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check. you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
B
Outsider
Devil
Veteran
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.""
ACG - Radovan |
Addendum on Radovan's Turn.
Before next turn bury sacred candle to draw Blessing of Isis from blessing discard deck.
Hand: Blessing of the Ancients, Blessing of Isis, Blessing of the Elements, Red Leathers, Hrym,
Displayed: Quang, Fell Viridio,
Deck: 13 Discard: 1 Buried: 1
Notes: Shirt Reroll Not used
Sideboard cards:
Dexterity d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.
B
Outsider
Devil
Veteran
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check. you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
B
Outsider
Devil
Veteran
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.""
Formal Linxia - Substitute |
Requesting a hold. Confused about claimed Loot options, and still haven't drawn my starting hand, which is a relevant strategy consideration when I've build Linxia as a heavy support character, particularly for those at her location.
ACG - Zarlova |
Opening hand
Hand: Holy Light, Cleric of Nethys, Blessing of Nethys, Byzantine Lexicon, Deathgrip, Bound Lantern Archon,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([X ] or a blessing), you may add it to your hand.
Formal Linxia - Substitute |
Well... I think there's a lot of unclaimed loot. To keep the game going, I'll just pick up unclaimed loot that I want and move on, but it still seems like Hand of the Honest Man, for example, isn't in use (which is a decent Loot card in this scenario).
If Vika wants any loot items current claimed by Linxia, feel free to take them back, and I'll just redraw my opening hand as need be.
Loot Upgrade: Torch -> Natron Fang
Loot Upgrade: Whip -> Spear of the Watchful Guardian
Then Linxia will go to the Auction House and trade...
Auction House: Spear of the Watchful Guardian + Natron Fang (Buried) -> Druid of the Storm
Opening Hand drawn.
Hand: Blessing of the Archdevils, Blessing of Belial, Captain's Cutlass, Neferekhu, Blessing of the Archdevils 2, Candle of Comity,
Displayed:
Deck: 10 Discard: 0 Buried: 1
Notes: Excellent starting hand! Freely use Linxia's many blessings (they all shuffle back in). Blessing of Belial adds 2 dice to a check to acquire - remember the Adventure rule. Also feel free to use Candle of Comity.Neferekhu can also be revealed virtually freely, so if you're at Linxia's location be sure to add 2 dice to all noncombat Wisdom rolls. This can also help in acquiring animal allies.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Divine
Belial
Corrupted
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon; if this card has the Corrupted trait and you acquire the boon, discard the boon.
Discard this card to explore the location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.
Object
Magic
Powers
Recharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this power during an encounter.
ACG - Zarlova |
Turn 2: Blessing of Abadar
Location power: Examine top card. (Evil Eye, trigger, curse/scourge) 1d6+1: 1d6 + 1 ⇒ (6) + 1 = 7
Evil Eye is banished.
Display Curse of Fevered Dreams
Zarlova begins her search for allies at the pavilion, but encounters one of Ahkir's agents, who expresses his displeasure and suggests the cleric search elsewhere. Unnerved, she decides to join the hellknight at a local tobacco establishment.
Whether the Asmodean's presence intimidates the locals or not, Zarlova has better luck here, convincing some unsavory individuals to work with the pathfinders.
Move to the Smoking Den
Free Explore: The Viper (Charisma 9)
Linxia recharges Blessing of Belial to add 2 dice.
Charisma 9: 3d6 ⇒ (1, 4, 2) = 7
Recharge Cleric of Nethys to add 2. Acquire the Viper.
Summon Ahkair's Slander (Wisdom 8)
Recharge Bound Lantern Archon and The Viper to add 2. Linxia reveals Nef to add 2 dice to the roll.
Wisdom 8: 3d10 + 3 + 2 ⇒ (6, 9, 2) + 3 + 2 = 22
Ahkair's Slander is defeated. Draw a random ally with diplomacy:
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.
Zarlova discards blessing of Nethys to add a die. Linxia discards blessing of the archdevil to add a die.
Craft 10: 3d10 + 2 ⇒ (9, 1, 2) + 2 = 14
Tarworks master acquired. Smoking Den is closed.
End turn, reset hand. Recharge hand due to curse, draw 1d4+1: 1d4 + 1 ⇒ (2) + 1 = 3
Linxia needs to discard Blessing of Belial and Blessing of the Archdevils
Formal Linxia - Substitute |
Linxia ensures that Zarlova's words carry the weight of a thousand unspoken threats, quietly blessing the Cleric's words. All the while quietly providing minor compulsion magics upon any who remain unconvinced by the sincerity of Zarlova's appeals.
Off turn:
Linxia discards Blessing of Belial... which is shuffled into her deck from her power.
Linxia reveals Neferekhu for a Wisdom check, rolls Diplomacy to see if she's cursed.
Diplomacy 8: 1d8 + 6 ⇒ (8) + 6 = 14 -> Linxia's not cursed.
Linxia discards Blessing of the Archdevils... which is shuffled into her deck from her power. (She could've recharged it, but then she'd have no discard pile and she wouldn't be able to shuffle her deck)
Hand: Blessing of the Archdevils, Neferekhu, Candle of Comity,
Displayed:
Deck: 13 Discard: 0 Buried: 1
Notes: Everything but the blessing only works at Linxia's location; feel free to use the blessing if needed.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
ACG - Zarlova |
Hand update
Hand: Blessing of Pharasma 2, Wand of Detect Magic, Blessing of the Gods,
Displayed: Curse of Fevered Dreams,
Deck: 16 Discard: 1 Buried: 0
Notes: Curse of FD: Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([X ] or a blessing), you may add it to your hand.
Vika - Maelwys |
Sorry for the delay, guys
Deck Upgrade (Item 3): Helpful Haversack -> Belt of Giant Strength
Trader: Auction House. Trade Warhammer +2, Belt of Giant Strength -> Clockwork Menial (barriers and acquires? seems like the order of the day)
Loot Upgrade: Tooled Crocodile Skin -> Akhentepi's Armor
(I'm going to skip the Ushtabi this time, but might come back to it later)
Starting Location: Warehouse
Starting Hand:
Hand: Akhentepi's Armor, Blessing of Gorum, Earthbreaker, Retriever, Blessing of the Samurai 1,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Use my blessings as needed.
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 5
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 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 instead.
Vika - Maelwys |
Turn 3, under the Blessing of Maat
Vika follows Radovan to explore the Warehouse district.
Free exploration - Card 3: Crocodile Skin Lamellar
Check to Acquire - Craft 7: 1d10 + 4 ⇒ (3) + 4 = 7
She finds a nice looking set of armor in one of the crates, and picks it up incase it's needed later. Then continues to poke around.
Discard Retriever to explore - Card 4: Ubashki Swarm. Smash them with the Earthbreaker.
Check to Defeat - Combat 8: 1d10 + 5 + 2d6 ⇒ (3) + 5 + (1, 5) = 14
Check to Defeat - Combat 8: 1d10 + 5 + 2d6 ⇒ (6) + 5 + (6, 6) = 23
Opening the next crate, she finds it's full of undead critters, which she quickly smashes into mummy dust with her hammer.
Draw 0, end my turn.
Hand: Akhentepi's Armor, Blessing of Gorum, Earthbreaker, Blessing of the Samurai 1, Crocodile Skin Lamellar,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Use my blessings as needed.
Sideboard cards:
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4
Favored Card Type: Weapon
Hand Size 5
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 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 instead.
Formal Linxia - Substitute |
Warning: Large turn ahead.
Linxia starts her turn.
Blessing of Abadar is discarded from the blessings deck.
Linxia moves to the Pleasure Barge, and takes her free exploration.
Pleasure Barge Card 1: Blessing of the Ancients
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.
Linxia reveals Neferekhu to add 2 dice to her Divine check.
Divine 3: 3d6 + 1 ⇒ (1, 6, 2) + 1 = 10 -> Linxia uses the adventure power.
Roll to prevent Neferekhu's Curse.
Diplomacy 8: 1d8 + 6 ⇒ (7) + 6 = 13 -> Linxia is not cursed.
Linxia uses the adventure power, banishing Blessing of Ancients to summon and encounter Blessing 2: Blessing of Isis.
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.
Linxia reveals Neferekhu to add 2 dice to her Divine check.
Divine 7: 3d6 + 1 ⇒ (2, 5, 2) + 1 = 10 -> Blessing of Isis acquired.
Roll to prevent Neferekhu's Curse.
Diplomacy 8: 1d8 + 6 ⇒ (8) + 6 = 14 -> Linxia is not cursed.
Explorations: 1
Encounters: 2
Linxia discards Blessing of the Archdevils to explore, then shuffles it back into her deck with her self-heal power.
Pleasure Barge Card 2: Ubashki
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.
Linxia buries Captain's Cutlass for the check to acquire. Ubashki acquired, Akhair's Slander is summoned and encountered.
Traits
Task
Check
Wisdom
8
OR
Charisma
Diplomacy
10
Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.
If undefeated, shuffle a barrier into your location deck.
I don't think even want to close the location, I'd rather the barrier than a small risk of a bad curse, so I'll just take Diplomacy.
Diplomacy 10: 1d8 + 6 ⇒ (1) + 6 = 7 -> Akhair's Slander is undefeated, a random barrier is shuffled into the Pleasure Barge.
Explorations: 2
Encounters: 4
Linxia discards Ubashki to explore.
Pleasure Barge Card # (2=Random Barrier): 1d9 + 1 ⇒ (6) + 1 = 7
Pleasure Barge Card 7: Nefti the Bard
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.
Diplomacy 8: 1d8 + 6 ⇒ (4) + 6 = 10 -> Nefti the Bard acquired, Akhair's Slander is summoned and encountered.
Diplomacy 10: 1d8 + 6 ⇒ (4) + 6 = 10 -> Akhair's Slander defeated, Linxia chooses not to close.
Explorations: 3
Encounters: 6
Linxia discards Nefti the Bard to explore.
Pleasure Barge Card # (7=Random Barrier): 1d8 + 2 ⇒ (8) + 2 = 10
Pleasure Barge Card 10: Minnothet
Traits
Human
Shopkeeper
Check
Fortitude
Charisma
Diplomacy
8
Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.
Diplomacy 8: 1d8 + 6 ⇒ (3) + 6 = 9 -> Minnothet acquired, Akhair's Slander is summoned and encountered.
Diplomacy 10: 1d8 + 6 ⇒ (3) + 6 = 9 -> Akhair's Slander is undefeated, a random barrier is shuffled into the Pleasure Barge.
Explorations: 4
Encounters: 8
Linxia discards Minnothet to explore.
Pleasure Barge Card # (7/10=Random Barrier): 1d8 + 2 ⇒ (3) + 2 = 5
Pleasure Barge Card 5: Fire Gecko
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Linxia reveals Neferekhu to add 2 dice to her Wisdom check.
Wisdom 4: 3d6 ⇒ (1, 2, 4) = 7 -> Fire Gecko acquired, Akhair's Slander is summoned and encountered.
Roll to prevent Neferekhu's Curse.
Diplomacy 8: 1d8 + 6 ⇒ (4) + 6 = 10 -> Linxia is not cursed.
Encounter Akhair's Slander.
Diplomacy 10: 1d8 + 6 ⇒ (5) + 6 = 11 -> Akhair's Slander defeated, Linxia chooses not to close.
Explorations: 5
Encounters: 10
Linxia discards Fire Gecko to explore.
Pleasure Barge Card # (7/10=Random Barrier, 5=3): 1d7 + 3 ⇒ (7) + 3 = 10
Random Barrier 1: Ambush
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.
Hm. If I try to pass with Neferekhu, I get a free exploration, keeping the chain going. If I 'fail', it's banished and I get to examine the whole deck at no consequence, therefore allowing me to know how far it's worth exploring.
I'd prefer the exploration, I think, because I'm pretty happy going through the entire deck either way, more or less.
Linxia reveals Neferekhu to add 2 dice to her Wisdom check.
Wisdom 9: 3d6 ⇒ (5, 5, 1) = 11 -> Ambush defeated.
Roll to prevent Neferekhu's Curse, recharging Candle of Comity to auto-pass, since I'm running out of steam and no need to keep it in my hand when I'll redraw something better.
Diplomacy 8: 2d8 + 6 ⇒ (5, 7) + 6 = 18 -> Linxia is not cursed.
Explorations: 6
Encounters: 11
Linxia explores again from defeating Ambush.
Pleasure Barge Card # (7=Random Barrier, 5=3): 1d6 + 3 ⇒ (2) + 3 = 5
Pleasure Barge Card 3: Qasin
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Linxia reveals Neferekhu to add 2 dice to her Divine check.
Divine 10: 3d6 + 1 ⇒ (5, 3, 2) + 1 = 11 -> Qasin acquired, Akhair's Slander is summoned and encountered.
Roll to prevent Neferekhu's Curse, recharging Candle of Comity to auto-pass, since I've running out of steam and no need to keep it in my hand when I'll redraw something better.
Diplomacy 8: 1d8 + 6 ⇒ (2) + 6 = 8 -> Linxia is not cursed. Close, though!
Encounter Akhair's Slander, and recharge Qasin to evade it.
Explorations: 7
Encounters: 12 + 1 evaded
Linxia discards Blessing of Isis to explore again.
Pleasure Barge Card # (7=Random Barrier, 5=9): 1d5 + 3 ⇒ (1) + 3 = 4
Pleasure Barge Card 4: Potion of Energy Resistance
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.
Linxia chooses not to acquire. Potion of Energy Resistance banished.
Explorations: 8
Encounters: 13 + 1 evaded
Okay. Wow. Phew. That's it; I'm done. I've broken my record for 'most rolls made in one PbP turn'. That took FOREVER. I'll try to sum up all that occurred for the GM's benefit after my summary.
Linxia ends her turn and resets her hand.
Flavour text will come in another post at some point. Geez.
Hand: Neferekhu, Blessing of the Archdevils 2, Tower Shield, Imp, Quick-Change Mask, Blessing of Belial,
Displayed:
Deck: 10 Discard: 5 Buried: 2
Notes: Well, I was greedy, but I think it worked out well. If you're at my location, I can help out with Neferekhu, but I think Linxia can deal with the rest of this location herself if you're not sure. I want to grab all of those boons in case there's a good spell or another good ally.All of Linxia's supporting cards are still available, but she'll be playing the Imp off-turn in another post, so refer to my notes there.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
For the GM.
Cards 1-5, 7 and 10 were acquired or banished from the Pleasure Barge.
Random Barrier 1 has been banished. Random Barrier 2 is shuffled into the Pleasure Barge.
Random Blessing 1 was seen. Random Blessing 2 was acquired.
Formal Linxia - Substitute |
At the start of Hayato's turn, Linxia displays Imp to draw 2 cards.
At the start of Radovan's turn, Linxia plans to display Tower Shield to heal herself 1 card, potentially including the then-discarded Imp. At the end of Radovan's turn, Linxia will allow Tower Shield to recharge. I will attempt to make another update including that information if I'm able to before my next turn, but assume that occurs either way.
Hand: Neferekhu, Blessing of the Archdevils 2, Tower Shield, Unwrapped Harmony, Quick-Change Mask, Blessing of Belial, Divine Fortune,
Displayed: Imp,
Deck: 8 Discard: 5 Buried: 2
Notes: Oh, Unwrapped Harmony and Divine Fortune! Excellent!With Unwrapped Harmony and the remaining Ally and Blessing in the Pleasure Barge, I will likely be able to clear it of all remaining good boons, if any, and close the location next turn even without either of my blessings.
In other words, my Blessings are free to use, but I would prefer that Blessing of the Archdevils be used first, so it recharges and I get an 'extra' heal.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +1
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +3
Favored Card: Ally
Hand Size 4 [X] 5 [X] 6
Proficient with: All
Powers:
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Flavour.
Linxia leaves the cleric to her mingling, seeing a suspicious individual try to escape her notice and leave quietly amidst the din of the smoking den. Linxia pursues him quietly to the hustle and bustle of the local 'pleasure barge', a den of even greater depravity, where she loses his trail.
Linxia may lack the authority she would claim in other areas, given her instructions not to cause trouble in the city, but a few choice words, compelling magics and well-placed threats leads her on a chain of clues, interrogating numerous suspects and following a trail of evidence to find who this mysterious man was. Linxia becomes increasingly convinced that he must be one of the organisers supporting Akhair's slandering efforts, a contemptuous affair that Linxia will put a stop to, as her masters' command.
The man she pursues had his own followers, though, many of which attempted to surround Linxia as a group, threatening her and preparing to kill her quietly in the corner of the den; in a shadowy corner where the crowd's celebrations would conceal the noise, and the motion would conceal her body for some time. At least, that would've been the theory, but some well-placed grips and throws left most with broken bones, and a couple with broken necks, as Linxia fought them off with relative ease. They clearly hadn't any idea what they were getting in for, trying to take on a Hellknight - even an unarmed one.