[Adventure Card Game] Season #4: Season of Factions' Favor (Tier 1) (Inactive)

Game Master MorkXII

Party Sheet
Loot List
Summoned Banes

Turn Order:
Ezren/Yewstance
Hayato/MorkXII
Radovan/huntsfromshadow
Zarlova/magi210
Vika/Maelwys0
Scourges:

Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

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


Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse

Check
None

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

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


Curse of Withering
Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse
Arcane

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse
Sphinx

Check
None

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

You may only have 1 copy of this card displayed.


Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse
Undead
Mummy

Check
None

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

You may only have 1 copy of this card displayed.


1,151 to 1,200 of 1,859 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Reminders for upcoming turns:
Zarlova needs to discard Blessing of Abadar and Blessing of Maat.
Radovan needs to bury Blessing of Starsong.

Grand Lodge

Deck Handler

Off Turn - Bury Blessing of the Starsong

Turn 10
Blessing of Ra

Start of Turn - Conflagration
Reveal Thieves' Tools for 1d8
Disable 13: 1d8 + 5 + 1d8 ⇒ (4) + 5 + (7) = 16 -> Banished

Explore -> Conflagration
Only open location without a barrier is Howling Sands so displayed their.

Discard Alaeron to explore again -> Guecubu
Class gives 1d6
Reveal hyrm for 1d8 + 1
Discard hyrm for 1d8 + 4 (Cold)
Norge gives +1 Fire
Combat 15: 1d8 + 3 + 1d6 + 1d8 + 1 + 1d8 + 4 + 1 ⇒ (1) + 3 + (5) + (4) + 1 + (4) + 4 + 1 = 23 -> Defeated
Hyrm stops the after act mechanic.

Conflagration gives 1 Fire which Radovan blocks.
Draw Monster #1 -> Caryatid Column (1) display next to Norge

Draw: Red Leathers, Bloodbound Hat, Blessing of the Elements 1

Radovan wrote:

Hand: Red Leathers, Bloodbound Hat, Blessing of the Elements 1, Thieves' Tools, Blessing of the Starsong 2, Rodrick,

Displayed: Quang, Norge, Fell Viridio, Steel Ibis Lamellar (4) (Quang),
Deck: 8 Discard: 4 Buried: 1
Notes: Have Not Used Shirt Reroll for 4-2
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [ ]+4
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 [X] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms) ( [ X ] or 3 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 ( [ ] 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a crd displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.


Devil Form - Norge:

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.

Devil From - Quang:

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.

Devil From - Fell Viridio:

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.


Deck Handler Human Cleric

Turn 11: Blessing of the Elements

Zarlova pauses to recover her strength before moving on to the Obelisk. Lightning strikes the obelisk as she searches for a suitable location to place the disks when the ground opens beneath her and a large insect lunges toward her. She mutters a prayer to Nethys and points at the insect, driving it back underground, but seemingly in response the Obelisk glows, bathing the cleric in unholy energy.

Play Major Cure on Zarlova. Shuffle 1d4+2: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 back into her deck. Recharge Major Cure. Reveal Evangelist to add 1. Divine 10: 1d10 + 7 + 1 ⇒ (2) + 7 + 1 = 10. -> Discard is cleared and shuffled back in, Major Cure placed on bottom.

Wild Surge 1d8: 1d8 ⇒ 3 -> No effect.

Move: Scorched Obelisk.

Free Explore: Acid Mantis (Combat 9)

Play Holy Javelin. Recharge Evangelist to add 1d6 to Divine checks.

Divine 9: 1d10 + 1d6 + 2d8 + 7 ⇒ (4) + (2) + (6, 3) + 7 = 22

Mantis is defeated. Scenario rule check exceeds 6, suffer a scourge Scourge: 1d8 ⇒ 4 -> Curse of Daybane is displayed.
Location power, check exceeds 4, take Electricity damage: 1d4 ⇒ 1 -> Elemental treaty absorbs it.

Recharge Holy Javelin Divine 10: 1d10 + 7 ⇒ (2) + 7 = 9 -> Holy Javelin is discarded.

Wild surge: 1d8 ⇒ 5 -> No effect

End turn, reset hand. Conflagration deals 1 point of fire damage that Elemental Treaty absorbs. Scenario rule deals 1 point of acid damage that Elemental Treaty absorbs.

Zarlova wrote:

Hand: Deathgrip, Blessing of Maat, Cleric of Nethys, Elemental Treaty, Blessing of the Spellbound, Blessing of Nethys, Blessing of Abadar,

Displayed: Curse of Daybane
Deck: 13 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [X ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 7
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.
Add 2 ([ ] or 4) to your check to acquire ([ ] or recharge) a spell.


Deck Handler Blessing 3, Ally 3

Turn 12, under the Blessing of the Ancients
Move to Scorched Obelisk

Vika departs the chasm and heads next in the direction that she last saw Hayato and Zarlova moving, towards the second obelisk.

Free Exploration - Card #2: Burglar's Buckler
Check to Acquire - Fortitude 6: 1d10 + 2 ⇒ (6) + 2 = 8

As she approaches the obelisk, she sees that the base of it is on fire, and decides to keep her distance. She does spot a small buckler shield though, and picks it up thinking that it might come in handy.

Discard Blessing of the Father of Creation to explore - Card #3: Echoes of Confusion. Recharge Gem of Physical Prowess to roll Strength instead. Zarlova plays Blessing of Abadar for two extra dice.
Check to Defeat - Charisma 8: 3d10 ⇒ (2, 1, 4) = 7
Use my shirt reroll on the second die.
Check to Defeat - Charisma 8: 2 + 1d10 + 4 ⇒ 2 + (9) + 4 = 15

Continuing onwards, she suddenly feels an assault against her... by her own memories. Something around here must be launching a mental attack on her, dredging up these memories and turning them against her. She frantically pushes the memories back out of the fore of her mind and searches around...

Discard Blessing of Isis to explore - Card #4: Collapsing Sphinx.
Ask Ezren to cast Mistform to help me through.
Check to Defeat - Wisdom 12: 3d8 ⇒ (4, 1, 8) = 13

... finding a Sphinx nearby. As she mentally struggles against the sphinx, she feels it's hold weakening on her, and finally she is free of the mental assault. But apparently, that sphinx was attacking with all of its power, as the statuary now collapses onto her. She calls out to Ezren as a large rock flies towards her... and finds it passing right through her, as his spell takes effect just in time. In her new incorporeal form, she is able to walk through the rest of the rubble with little trouble.

End of turn, take 1 fire from Conflaguration (Treaty absorbs) and 1 acid from scenario (treaty absorbs).

Vika wrote:

Hand: Greatclub, Blessing of Shizuru, Belt of Giant Strength, Blessing of Angradd, Kabuto Helmet,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Lots of blessings if you need them (Angradd works against Fire anyware, or Barriers at my location)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10+4
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10+1
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+1 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.
When you would bury an armor or weapon, you may discard it instead.


Deck Handler // Searching for: (None)

Note that Radovan gets to draw a bonus monster from the box, as the Conflagration damage triggers both his character power for a bane dealing damage as well as Norge's power from taking fire damage.

Off turn: Ukuja uses Mistform on Vika's turn.
Scenario Power: 1d8 ⇒ 2 -> A spell from the box is shuffled into the closed Towering Obelisk, and a Sandstorm is shuffled into the Blessings Deck.
Arcane 12: 1d12 + 6 ⇒ (7) + 6 = 13 -> Mistform recharged.

Ezren starts his turn.
Random Hour (2 == Sandstorm): 1d20 + 1 ⇒ (3) + 1 = 4
Concordance's Favor discarded from the Blessings Deck.
Nice! Ezren chooses Ally, and draws Random Ally 1 2 3: Fire Gecko from the box.

Ezren moves to the Volcanic Vents, then takes his free exploration.
Volcanic Vents Card 1: Poison Blade Trap

Poison Blade Trap:
Barrier B
Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Easy enough.
Knowledge 7: 1d12 + 5 ⇒ (4) + 5 = 9 -> Poison Blade Trap defeated.

Ezren discards Ukobach to draw a card (Pyrotechnic Blast) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Volcanic Vents Card 2: Spellsword +2

Spellsword +2:
Weapon 4
Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
Arcane
Divine
11

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

Ooh, pretty!
Arcane 11: 1d12 + 6 ⇒ (10) + 6 = 16 -> Spellsword +2 acquired.

Ezren heads in the opposite direction from Vika, scouting out an area alight in volcanic activity with a great deal of reluctance, but knowing Ashasar's discs require the adequate placement. Besides, the Geniekin wouldn't balk at such a dangerous activity... though Ezren does have to wonder why he doesn't do it himself in that case.

As he strides towards the vents, Ezren draws and swings a Spellsword through the air - a powerful, magic-enhancing blade that he picked up in Quantium, at no small cost. With the land twisting his magic so; having a somewhat mundane backup may be for the best, though he admits that he never had the inclination towards martial combat.

How hard can it be, though? It's a sharp implement; you cut and stab the other guy before he can do the same to you. Speed and precision, right?

Ezren discards Cleric of Nethys to examine the top two cards of his location, reorder them and explore.
Volcanic Vents Card 3: Conflagration (TRIGGER) -> No legal open locations to display it; Trigger ignored. Placed on top. Explored and encountered.
Volcanic Vents Card 4: Guardian Scroll -> Placed second-from-top.

Conflagration:
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran

Check
Dexterity
Disable
Craft
Constitution
Survival
9

Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Conflagration has the Obstacle trait, so Ezren sets aside Pyrotechnic Blast to use his Arcane skill +2d4. Don't ask me how he's fighting fire with fire, because I don't know.
Constitution/Arcane 13 (Arcane): 1d12 + 6 + 2d4 ⇒ (11) + 6 + (1, 2) = 20 -> Conflagration defeated. Difficulty exceeded by 7, and I don't think I can remove any die but the 1d12 with Concordance's Favor, so Ezren suffers a scourge.
Random Scourge: 1d8 ⇒ 2 -> Ezren displays Curse of Poisoning.
Scenario Power: 1d8 ⇒ 5 -> No effect.
Arcane 8 (Recharge): 1d12 + 6 ⇒ (5) + 6 = 11 -> Pyrotechnic Blast recharged.

The volcanic vents spew hot jets of gasses; some igniting in mid-air in the dangerous mix of elements. Suddenly struck with inspiration, Ezren flings fire at the conflagration of gasses, intensifying the mix until, with a colossal BANG, the entire jet goes off in an explosion that knocks Ezren off his feet, followed by a near-silence. When Ezren stands up, brushing himself off, he notices with satisfaction that the forced explosion actually caused the land to buckle, dip and shift; closing off the vent that was previously too dangerous to pass by.

Ezren discards Fire Gecko to explore his location, adding 1d4 and the fire trait to combat checks.
Volcanic Vents Card 4: Guardian Scroll

Guardian Scroll:
Monster 1
Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

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

Ezren reveals and additionally discards Spellsword for combat. He's not proficient, increasing the difficulty by 4. However, Fire Gecko adds 1d4 and the Fire trait, Guardian Scroll's weakness to fire adds another die and Concordance's Favor on the blessings discard pile will allow a bonus post-roll die as well.
Combat 15: 1d4 + 1d8 + 2 + 1d6 + 1d4 + 1d4 ⇒ (2) + (1) + 2 + (6) + (1) + (2) = 14 -> The Concordance's Favor allows Ezren to add an additional die (1d4) post-role, bringing the total between 15-18. Guardian Scroll defeated.

Ezren comes across the body of some researcher or surveyor. After speaking a quick prayer out of consideration - if not from faith - he starts to look over the body for anything of note, either to identify it or to help keep Ezren safe out here. Some scroll in the acid-stained bag on the badly burned body seems remarkably unharmed; but it comes to life and attacks Ezren. An accursed, defensive construct!

Ezren backs away from its furious, flapping assault, trying to draw his spellblade and hack at the blasted thing. The wizard's strikes are clumsy and inaccurate, but they do the job; tearing the thing apart. Ezren pants, his sword-arm tired as he sheathes it again, leaving the rest of the bag alone.

Ezren uses his power, recharging Glamour to ezplore.
Volcanic Vents Card 5: Blessing of Wadjet

Blessing of Wadjet:
Blessing C
Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Knowledge 7: 1d12 + 5 ⇒ (3) + 5 = 8 -> Blessing of Wadjet acquired.

Ezren discards Blessing of Wadjet to examine, then optionally explore his location.
Volcanic Vents Card 6: Sand Kraken

Sand Kraken:
Henchman Monster 3
Traits
Aberration

Check
Combat
20
OR
Survival
Dexterity
Acrobatics
10

Powers
When you encounter the Sand Kraken, all characters at this location attempts a check to defeat the Sand Kraken. If any character fails this check, the Sand Kraken is undefeated. Any character that fails this check shuffles his character token into this location.
If undefeated, the Sand Kraken does not escape; display it next to this location instead. Once all character tokens in this location have been revealed, the Sand Kraken is defeated.
If defeated, automatically close the location this henchman came from.

Oh that's an interesting one! I think Ezren can handle him, though. Ezren chooses to explore and encounter the Sand Kraken.
Ezren recharges Falcon Crown for combat, reveals Binder's Tome to add an additional 1d4, and recharges Golden Serpent Armband to add his Strength skill... which is another 1d4.
Combat 20 (Arcane): 1d12 + 6 + 2d6 + 2d4 ⇒ (5) + 6 + (2, 5) + (4, 4) = 26 -> Sand Kraken defeated.
Scenario Power: 1d8 ⇒ 7 -> No effect.
The Volcanic Vents is automatically closed from the Sand Kraken's power.

Ezren pauses; a horrible, vast rumbling from beneath his feet. He barely has a chance to cry out before the very earth shifts around him; a monstrous, tentacled beast somehow smashing through tons of stone, sand and ash; somehow surviving the pyroclastic environment and reaching out, towering over Ezren; largely concealed in the smoke, soot and clouds of dust its emergence triggered. Ezren's previous explosion must have drawn it here!

Ezren draws upon the magic of his armor and accessories, blasting the monstrous creature with ray after ray of energy. The wild aura of the land helps his spells grow even more powerful, and the enormous thing finally falls, flails, and dies, giving Ezren a chance to approach and marvel at the sheer size of the thing. A kraken-like creature, but with appendages designed to tunnel... or at least 'swim' through material with incredibly force. Amazing...

Ezren shakes himself out of his reverie, finding the point of the area that Ashasar mentioned, and dutifully placing another of the magical discs, before returning to inspect the grand kraken... only to find it had disappeared in the minutes it took for Ezren to walk through the clouds of ash and smoke and back. Had it still been alive!?

Ezren ends his turn and resets his hand.

Ezren wrote:

Hand: Binder's Tome, Channel the Gift, Disable Mechanism, Bound Lantern Archon, Cure, Fire Snake, Armor of the Sands,

Displayed: Curse of Poisoning,
Deck: 13 Discard: 5 Buried: 1

Curse of Poisoning power: 1d7 ⇒ 1 -> Ezren recharges Binder's Tome.

At the start of Hayato's turn...
Ezren sets aside Channel the Gift to search his deck to draw Mistform. Recharge pile cleared.
Scenario Power: 1d8 ⇒ 1 -> Ezren chooses to bury Channel the Gift.
Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.
Safety Bubble: Placed on top
Ice and Fire: Drawn
Hungering Staff: Placed second from top
Arcane 10 (Recharge): 1d12 + 6 ⇒ (11) + 6 = 17 -> Bound Lantern Archon recharged.

Ezren wrote:

Hand: Mistform, Ice and Fire, Disable Mechanism, Cure, Fire Snake, Armor of the Sands,

Displayed: Curse of Poisoning,
Deck: 13 Discard: 5 Buried: 2
Notes: Mistform and Disable Mechanism are both free to use to help deal with barriers (2 dice to Obstacle/Traps, and 2d8 to Locks/Traps/Constructs or Disable checks, respectively), and both can potentially help against Conflagrations.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [ ] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[ ] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[ ] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 3
SHIRT REROLL USED


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.
  • Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.
  • When you would discard or recharge a spell for its power, roll 1d8:
    1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
    2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
    3–7: No effect.
    8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
  • At the end of your turn, if you are at an open location, you are dealt 1 Acid damage.
  • To win, close all of the locations.
Conflagration:
Conflagration
Henchman Barrier B

Traits
Trigger
Obstacle
Weather
Fire
Veteran

Check
Dexterity
Disable
Craft
Constitution
Survival
9

Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Girtablilu Ranger
Monster 4

Traits
Girtablilu
Poison
Trigger

Check
Combat
17

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

Monster 2
Spoiler:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

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

Monster 4
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Monster 5
Spoiler:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

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

Random Barriers:
Barrier 1
Spoiler:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

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

Barrier 2
Spoiler:
Eternal Captives
Barrier 4

Traits
Curse
Undead

Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8

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

Barrier 3
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Barrier 4
Spoiler:
The First Law
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.

Barrier 5
Spoiler:
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.

Random Weapons:
Weapon 1
Spoiler:
Flaming Spear +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 2
Spoiler:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

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

Weapon 3
Spoiler:
Staff of Focus
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
Arcane
Divine
6

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

Weapon 4
Spoiler:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

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

Weapon 5
Spoiler:
Flaming Heavy Pick +1
Weapon B

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Spell 2
Spoiler:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Spell 3
Spoiler:
Elemental Skin
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Spell 4
Spoiler:
Smite Abomination
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

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

Random Armors:
Armor 1
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Armor 2
Spoiler:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Armor 3
Spoiler:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 4
Spoiler:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

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

Armor 5
Spoiler:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

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

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

Traits
Accessory
Attack
Fire
Magic

Check
Intelligence
Arcane
9

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

Item 2
Spoiler:
Healer's Kit
Item B

Traits
Tool
Healing

Check
Wisdom
Survival
Divine
6

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

Item 3
Spoiler:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

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

Item 4
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Item 5
Spoiler:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

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

Random Allies:
Ally 1
Spoiler:
Giant Slug
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 2
Spoiler:
Reed Moccasin
Ally 3

Traits
Animal
Elemental
Acid
Poison

Check
Wisdom
Survival
10

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

Ally 3
Spoiler:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Sophronia
Ally 4

Traits
Undead
Ghost
Incorporeal

Check
Charisma
Diplomacy
12

Powers
Discard this card to add 2d6 and the Magic trait to a combat check at your location.
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
You may discard a card from the blessing deck to recharge this card instead of discarding it.

Ally 5
Spoiler:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Turn: 14 Hayato/MorkXII

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Radovan)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 2 (Turn 16 Zarlova)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 3 (Turn 17 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 4 (Turn 18 Ezren)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 5 (Turn 19 Hayato)
Spoiler:
Concordance's Favor
Favor 4

Traits

Check

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

Blessings Deck Card 6 (Turn 20 Radovan)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 7 (Turn 21 Zarlova)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 8 (Turn 22 Vika)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 9 (Turn 23 Ezren)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 10 (Turn 24 Hayato)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 11 (Turn 25 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 26 Zarlova)
Spoiler:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Blessings Deck Card 13 (Turn 27 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 14 (Turn 28 Ezren)
Spoiler:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Blessings Deck Card 15 (Turn 29 Hayato)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 16 (Turn 30 Radovan)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 17 (Turn 31 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 32 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Vika,Hayato, Zarlova
Notes: Conflagration, Elemental Treaty displayed

Scorched Obelisk Card 1:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Scorched Obelisk Card 2:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Scorched Obelisk Card 3:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

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

Scorched Obelisk Card 4:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 5:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

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

Towering Obelisk Card 1:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

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

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Radovan,
Notes: Conflagration displayed

Howling Sands Card 1:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

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

Howling Sands Card 2:
Scribe
Ally 4

Traits
Human
Hireling

Check
Intelligence
Knowledge
Charisma
Diplomacy
9

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

Discard this card to explore your location.

Howling Sands Card 3:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

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

Howling Sands Card 4:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 5:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Howling Sands Card 6:
Sands of Time
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Howling Sands Card 7:
Heat Metal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7

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

Howling Sands Card 8:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

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

Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren,
Notes: Lightning Storm displayed


I6 Samurai, Tier 6

Hayato tries to put out the fires, dodging lightning strikes around the Obelisk.
Asking Ezren to play Mistform, recharging Gem of Physical Prowess to roll Str instead of Con.
Constitution 9+4=13: 1d10 + 2d10 ⇒ (9) + (10, 2) = 21 Defeated, and banished.
Scourge: 1d8 ⇒ 6 = Curse of Withering. Ouch.

Fires finally gone, Hayato explores the area around the Obelisk.
Explore Scorched Obelisk 1: Djinni Quarterstaff. No thanks, banished.

Discard Warhorse (recharging: Riding Horse) to explore Scorched Obelisk 2: Bonecrusher Wizard
The gnoll wizard tries to cast his spells at Hayato, but the Elemental Treaty scroll he found prevents all damage. He returns the favor with a solid punch to the jaw.
Combat 9: 1d8 + 6 + 1d8 ⇒ (8) + 6 + (2) = 16 Defeated by more than 4.
After taking out the gnoll, Hayato is completely exposed when a bolt of lightning strikes him.
Electricity damage: 1d4 ⇒ 3 1 blocked by Elemental Treaty, recharge Four-Mirror Armor to block the other 2.

End of turn:
Draw 3 cards.

Hayato wrote:

Skills and Powers:
Skills

STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +1
Survival +1
CHARISMA d6
Diplomacy +1

Powers
Hand Size: 4 ☑5 ☐6
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☑ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (☐ 1d10).
☑ When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile (☐ or recharge the card you played a put a random card from your discard ple on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.

Favored Card Type Weapon
Weapon 4 ☐ 5 ☐ 6 ☐ 7
Spell -
Armor 2 ☐ 3
Item 3 ☐ 4 ☐ 5
Ally 3 ☑ 4 ☑ 5 ☑ 6
Blessing 3 ☑ 4
Cohort: Jinu

Hand: Dwarven Earthbreaker +1, Tripartite Spear +2, Blessing of Gorum, Blessing of Maat, Blessing of Shax
Displayed: Curse of Withering, Elemental Treaty
Deck: 10 Discard: 3 Buried: 6
Notes: Shirt reroll used in 4B. 2 die bumps remaining.
Use blessing(s) or Jinfu as needed.
Camel->Elemental Treaty
Blessing of Gorum:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Powers
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 Maat:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

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 of Shax:
Blessing of Shax
Blessing 2

Traits
Divine
Shax
Corrupted

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.
  • Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.
  • When you would discard or recharge a spell for its power, roll 1d8:
    1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
    2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
    3–7: No effect.
    8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
  • At the end of your turn, if you are at an open location, you are dealt 1 Acid damage.
  • To win, close all of the locations.
Conflagration:
Conflagration
Henchman Barrier B

Traits
Trigger
Obstacle
Weather
Fire
Veteran

Check
Dexterity
Disable
Craft
Constitution
Survival
9

Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Monster 2
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

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

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

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

Monster 4
Spoiler:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

Monster 5
Spoiler:
Bonestorm
Monster 4

Traits
Undead
Swarm

Check
Combat
17

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

Random Barriers:
Barrier 1
Spoiler:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

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

Barrier 2
Spoiler:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Barrier 3
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Barrier 4
Spoiler:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

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

Barrier 5
Spoiler:
Eternal Captives
Barrier 4

Traits
Curse
Undead

Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8

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

Random Weapons:
Weapon 1
Spoiler:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Weapon 2
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

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

Weapon 3
Spoiler:
Thousand Stings Whip
Weapon 4

Traits
Whip
Melee
Piercing
Poison
Finesse
Magic

Check
Strength
Melee
11

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

Weapon 4
Spoiler:
Shotel
Weapon B

Traits
Scythe
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Flaming Heavy Pick +1
Weapon B

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Random Spells:
Spell 1
Spoiler:
Whip of Centipedes
Spell 4

Traits
Magic
Arcane
Divine
Attack
Poison

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Smite Abomination
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Locate Object
Spell 1

Traits
Magic
Acrance
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 5
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Random Armors:
Armor 1
Spoiler:
Vented Plate Mail
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
9

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

Armor 2
Spoiler:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Advocate's Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Charisma
Diplomacy
9

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

Armor 4
Spoiler:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

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

Armor 5
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

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

Random Items:
Item 1
Spoiler:
Black Marsh Spider Venom
Item 2

Traits
Liquid
Poison

Check
Intelligence
Craft
8

Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Item 2
Spoiler:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

Item 3
Spoiler:
Canteen
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 4
Spoiler:
Staff of Revelations
Item 3

Traits
Staff
Magic
Arcane

Check
Intelligence
Arcane
10

Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

Item 5
Spoiler:
Effigy of Anubis
Item 3

Traits
Object
Magic
Anubis
Trigger

Check
Intelligence
10
OR
Charisma
Diplomacy
8

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

Random Allies:
Ally 1
Spoiler:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Ally 2
Spoiler:
Library Curator
Ally 3

Traits
Human
Cleric

Check
Intelligence
Knowledge
8
OR
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Sophronia
Ally 4

Traits
Undead
Ghost
Incorporeal

Check
Charisma
Diplomacy
12

Powers
Discard this card to add 2d6 and the Magic trait to a combat check at your location.
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
You may discard a card from the blessing deck to recharge this card instead of discarding it.

Ally 4
Spoiler:
Cleric of Nethys
Ally 2

Traits
Human
Cleric

Check
Charisma
Diplomacy
Divine
Knowledge
9

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

Ally 5
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessing 3
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Turn: 15 Radovan/huntsfromshadow

Top of Blessing Discard Pile: Blessing of Thoth

Top Blessing:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Zarlova)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 2 (Turn 17 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 3 (Turn 18 Ezren)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 4 (Turn 19 Hayato)
Spoiler:
Concordance's Favor
Favor 4

Traits

Check

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

Blessings Deck Card 5 (Turn 20 Radovan)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 6 (Turn 21 Zarlova)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 7 (Turn 22 Vika)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 8 (Turn 23 Ezren)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 9 (Turn 24 Hayato)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 10 (Turn 25 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 26 Zarlova)
Spoiler:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Blessings Deck Card 12 (Turn 27 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 13 (Turn 28 Ezren)
Spoiler:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Blessings Deck Card 14 (Turn 29 Hayato)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 15 (Turn 30 Radovan)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 16 (Turn 31 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 17 (Turn 32 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Vika,Hayato, Zarlova
Notes: Elemental Treaty displayed

Scorched Obelisk Card 1:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

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

Scorched Obelisk Card 2:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 3:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

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

Towering Obelisk Card 1:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

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

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Radovan,
Notes: Conflagration displayed

Howling Sands Card 1:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

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

Howling Sands Card 2:
Scribe
Ally 4

Traits
Human
Hireling

Check
Intelligence
Knowledge
Charisma
Diplomacy
9

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

Discard this card to explore your location.

Howling Sands Card 3:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

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

Howling Sands Card 4:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 5:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Howling Sands Card 6:
Sands of Time
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Howling Sands Card 7:
Heat Metal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7

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

Howling Sands Card 8:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

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

Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren,
Notes: Lightning Storm displayed


Deck Handler // Searching for: (None)

Off turn: Ezren plays Misform on Hayato's check.
Scenario Power: 1d8 ⇒ 4 -> No effect.
Arcane 12 (Recharge): 1d12 + 6 ⇒ (4) + 6 = 10 -> Mistform discarded.

Also, another quick reminder that Radovan gets to draw a bonus monster, as I mentioned at the start of my last turn.

Ezren wrote:

Hand: Ice and Fire, Disable Mechanism, Cure, Fire Snake, Armor of the Sands,

Displayed: Curse of Poisoning,
Deck: 13 Discard: 6 Buried: 2
Notes: Disable Mechanism is free to use to help deal with barriers (2d8 against Locks/Traps/Constructs or to Disable checks). I encourage Radovan to use it to help ensure he banishes the Conflagration with his disable skill.
Sideboard cards:

Grand Lodge

Deck Handler

Update to my last turn
- Conflagration also gave me a draw as it invoked fire so we will say this one triggered
the class power and put it on Fell Monster #1 -> Crystal Stalker (1)

Turn 15
Blessing of Thoth

Start of Turn
Reveal Rodrick to Recharge Hrym
Reveal Thiev's Tools for 1d8
Conflagration
Disable 13: 1d8 + 4 + 1d8 ⇒ (2) + 4 + (5) = 11
Discard Bloodbound Hat to reroll the 1d8 that rolled a 2
Reroll 1d8: 1d8 ⇒ 1
New roll this is 1 + 4 + 5 = 10

Trying one more roll then I'm just using the Red Leathers.
Using shirt reroll to reroll the 1.
Reroll 1d8: 1d8 ⇒ 1
New roll this is 1 + 4 + 5 = 10

Fine Burying red Leathers for +5 = 10 + 5 -> Conflagration Defeated

Explore Howling Sands Card #1 -> Mahga Threefingers
Diplomacy 8: 1d8 + 2 ⇒ (4) + 2 = 6 -> Banished

Discard Rodrick to explore again - Howling Sands #2 -> Scribe
Diplomacy 9: 1d8 + 2 ⇒ (7) + 2 = 9 -> Aquired

Discard Scribe to explore again - Howling Sands #3 -> Ring of the Grasping Grave
Normally I could acquire but given we are running out of items I'll give it a shot.
Using Quant to bury Steel Ibis Lamellar (4) for 1d6 + 4
A skill I don't have 12: 1d4 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6 -> Nope

Draw: Old Salt, Blessing of the Ancients, Eando Kline

Radovan wrote:

Hand: Old Salt, Blessing of the Ancients, Blessing of the Elements 1, Thieves' Tools, Blessing of the Starsong 2, Eando Kline,

Displayed: Quang, Norge, Fell Viridio, Caryatid Column (1) (Norge), Crystal Stalker (1) (Fell)
Deck: 7 Discard: 6 Buried: 3
Notes: Shirt Reroll for 4-2 used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [ ]+4
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 [X] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms) ( [ X ] or 3 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 ( [ ] 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a crd displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.


Devil Form - Norge:

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.

Devil From - Quang:

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.

Devil From - Fell Viridio:

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.


Deck Handler Human Cleric

Turn 16: Blessing of Ra

Free Explore: Neb-At (Charisma 6)

Charisma 6: 1d6 ⇒ 2

Neb-At is banished.
Discard Cleric of Nethys to examine the top two and reorder/explore. (Acid Pool, Blessing of Wadjet) Place Acid pool on top and encounter it.

Explore 2: Acid Pool (Wisdom 13)

Play Blessing of Nethys to add a die.
Wisdom 13: 1d10 + 1d10 + 4 ⇒ (8) + (7) + 4 = 19

Exceeded by 6, suffer a scourge Scourge: 1d8 ⇒ 4 -> Curse of Daybane, already have that one.

Acid Pool is defeated.
Exceeded check by 4, deal 1d4 electricity damage Electricity: 1d4 ⇒ 2
Play Elemental treaty, both points of damage are absorbed.

Close location: Constitution 9
Play Blessing of the Spellbound to add a die. Hayato plays Blessing of Shax (or Gorum, as he prefers) to add a die.

Constitution 9: 1d6 + 1d6 + 1d6 ⇒ (2) + (6) + (6) = 14

Scorched Obelisk is closed. Zarlova takes 1 electricity damage, absorbed by elemental treaty.

Treaty autorecharges, Wild Surge: 1d8 ⇒ 3 -> No effect

Zarlova wrote:

Hand: Deathgrip, Blessing of Maat, Bound Lantern Archon, Augury, Shield Cloak, Catching Cape, Restorative Touch,

Displayed: Curse of Daybane,
Deck: 9 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [X ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 7
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.
Add 2 ([ ] or 4) to your check to acquire ([ ] or recharge) a spell.

Vika needs to discard Elemental Treaty and resolve effects.
Hayato needs to discard either BoGorum or BoShax.


Deck Handler Blessing 3, Ally 3

Turn 17, under the Blessing of Thoth.
Move to the Howling Sands

Since Zarlova seems to have the situation under control here, Vika moves towards the windy area where Radovan is working.

Free Exploration - Card #1: Mahga Threefingers.
Reveal Kabuto Helmet

Check to Acquire - Diplomacy 8: 2d4 ⇒ (1, 3) = 4

On the way there, a Ranger stops her to ask for directions. Unfortunately, Vika herself is totally lost and makes a joke about how the ranger should be helping her, not the other way around. Apparently, the ranger doesn't appreciate Vika's sense of humor, so he turns and stomps off.

Quick turn, mostly just repositioning. Anybody here can use my Blessing of Angradd now, or my Greatclub if it's an important combat (but really only if it'll win the game, because I don't have another weapon handy right now).

Vika wrote:

Hand: Greatclub, Blessing of Shizuru, Belt of Giant Strength, Blessing of Angradd, Kabuto Helmet,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Lots of blessings if you need them (Angradd works against Fire anyware, or Barriers at my location)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10+4
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10+1
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+1 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.
When you would bury an armor or weapon, you may discard it instead.


Deck Handler Blessing 3, Ally 3

Turn 17, under the Blessing of Thoth... take two.
Move to the Howling Sands

Since Zarlova seems to have the situation under control here, Vika moves towards the windy area where Radovan is working.

Free Exploration - Card #4: Acid Pool
Discard Blessing of Angradd for two extra dice.
Check to Defeat - Craft 13: 3d10 + 5 ⇒ (10, 7, 6) + 5 = 28
Defeated Acid by more than 6, Vika takes a scourge.
Scourge Die: 1d8 ⇒ 4 - Curse of Daybane.
To close, I'll play Blessing of Shizuru, Radovan plays Blessing of the Ancients, Zarlova has Blessing of Maat in reserve if needed.
Check to Close - Dexterity 8: 3d6 ⇒ (6, 1, 5) = 12

As she arrives, she spots another of those suspicious pools of water, and heads over to test it out. Sure enough, it's acidic. Vika warns her friends off away from it.


DEVELOPMENT:
"That’s the last of them,” shouts Ashasar as you reunite under a shower of glowing hail. He turns toward the storm’s heart, plants one hand on the ground, and holds one toward the sky. Across the miles-wide area, the disks begin to glow, and the storm begins to slowly dissipate.

You run over to congratulate Ashasar, only to find him shaking. His veins stand out with sickly purple energy and he coughs teal smoke as he stands with some difficulty. Then he points toward the east. On the horizon, you can see winged figures flying your direction. Your efforts have not gone unnoticed.

SCENARIO REWARD:
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in his deck with the spell Elemental Skin and 1 character may temporarily replace 1 spell in her deck with the spell Eruption. At the end of each scenario, return these spells to the game box.

Elemental Skin:
Elemental Skin
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Eruption:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Characters who have completed their second scenario at this tier gain a Power feat.

ACQUIRED CARDS:
Weapon 4 Spellsword +2
Spell 3 Mistform
Spell 4 Safety Bubble
Spell 3 Symbol of Pain
Armor 1 Burglar's Buckler
Armor B Catching Cape
Armor 4 Steel Ibis Lamellar
Ally 2 Qasin
Ally 4 Scribe
Blessing 3 Blessing of Isis
Blessing B Blessing of Nethys
Blessing C Blessing of Wadjet


4-4C: RIDDLES OF RUIN
Even with his connections, your new patron Tallah al-Hamar requires at least a week to plan the event at which you intend to flip the allegiance of Muhlia al-Jakri’s remaining allies. That gives you time to listen to Sahmia’s lectures on Qadiran etiquette, strategize how best to leverage the information you discovered, and enjoy Tallah’s considerable hospitality.

Reviewing the guest list is a priority. Ikar Raham manages a profitable shipping consortium that worked regularly with the compromised half-orc Tautrak; Raham has continued to support al-Jakri despite her recent falling out of favor. Metasee, a Garundi woman, owns several smithies that supply arms and armor to Qadira’s Satrapian Guards, yet Tautrak’s documents show that she’s quietly and illegally directed some of these shipments to al-Jakri. The Chelish entrepreneur Ecclezio Uticus has largely ignored any nasty rumors, preferring instead to profit from al-Jakri’s considerable wealth and need for resources. And Behroud al-Ibrah, a powerful merchant, once considered al-Jakri a close friend; although they’ve become distant over the years, he continues to doubt any rumors regarding her criminal misdeeds and provides her shelter and aid to honor their old friendship. There are others coming that could further support your work against al-Jakri, yet these four are the most important.

Tallah has outdone himself in throwing a lavish event with grand displays of wealth to distract attendees from your ulterior goals. Now that you’re garbed in expensive new clothing, it’s time to get to work.”

VILLAIN:
USERIB
HENCHMEN:
LAMIA SISTERS
CULTISTS OF ARESHKAGAL
LOCATIONS:
1-6 ALTAR OF RIDDLES
1-6 WALLED OASIS
1-6 GARDEN OF SYMMETRY

DURING THIS SCENARIO:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters. At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
  • At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

Monster 2
Spoiler:
Royal Naga
Monster 4

Traits
Aberration

Check
Combat
16
THEN
Combat
16

Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each of your combat checks, shuffle all your weapons and cards that have the Attack trait together and randomly choose 1 to play.

Monster 3
Spoiler:
Girtablilu Ranger
Monster 4

Traits
Girtablilu
Poison
Trigger

Check
Combat
17

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

Monster 4
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

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

Monster 5
Spoiler:
Elder Ifreeti
Monster 4

Traits
Elemental
Outsider
Janni
Fire

Check
Combat
19

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

Random Barriers:
Barrier 1
Spoiler:
Hungry Fog
Barrier 3

Traits
Obstacle
Magic
Acid

Check
Wisdom
Perception
10

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

Barrier 2
Spoiler:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Barrier 3
Spoiler:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Barrier 4
Spoiler:
Insanity Mist
Barrier 3

Traits
Trap
Magic
Trigger

Check
None

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

Barrier 5
Spoiler:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

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

Random Weapons:
Weapon 1
Spoiler:
Flaming Spear +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 2
Spoiler:
Frost Sling +1
Weapon 1

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
6

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

Weapon 3
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

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

Weapon 4
Spoiler:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

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

Weapon 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Random Spells:
Spell 1
Spoiler:
Caustic Fog
Spell 3

Traits
Magic
Divine
Acid

Check
Wisdom
Divine
11

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

Spell 2
Spoiler:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Spell 4
Spoiler:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Spell 5
Spoiler:
Smite Abomination
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 2
Spoiler:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Armor 3
Spoiler:
Vented Plate Mail
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
9

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

Armor 4
Spoiler:
Steel Ibis Lamellar
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10

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

Armor 5
Spoiler:
Falcon Crown
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Wisdom
Divine
10

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

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

Traits
Accessory
Attack
Fire
Magic

Check
Intelligence
Arcane
9

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

Item 2
Spoiler:
Knot of Isis
Item 3

Traits
Object
Magic
Trigger

Check
Intelligence
Arcane
11

Powers
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.

Item 3
Spoiler:
Smoked Glass Goggles
Item B

Traits
Accessory

Check
Intelligence
Craft
Wisdom
Survival
6

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

Item 4
Spoiler:
Glyphbane Gloves
Item 2

Traits
Accessory
Magic

Check
Intelligence
Disable
Arcane
Wisdom
Divine
7

Powers
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

Item 5
Spoiler:
Sunrod
Item 4

Traits
Staff
Attack
Alchemical

Check
Strength
Melee
10
OR
Intelligence
Craft
12

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

Random Allies:
Ally 1
Spoiler:
Reed Moccasin
Ally 3

Traits
Animal
Elemental
Acid
Poison

Check
Wisdom
Survival
10

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

Ally 2
Spoiler:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

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

Ally 3
Spoiler:
Pard
Ally C

Traits
Animal

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10

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

Ally 4
Spoiler:
Dredge
Ally B

Traits
Halfling
Rogue

Check
Charisma
Diplomacy
8

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

Ally 5
Spoiler:
Basif Iosep
Ally 2

Traits
Half-Elf
Shopkeeper

Check
Charisma
Diplomacy
6

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

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

Traits
Divine
Anubis
Poison
Mummy

Check
Divine
8
OR
Charisma
Diplomacy
11

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

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Turn: 0

Blessings Remaining: 0
Blessings Deck

Blessings Deck Cards/Turn Order:

Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:

Walled Oasis
At This Location: When you are dealt damage, a random other character at your location is dealt that much damage.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any weapons or armor in your hand.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:

Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:

Garden of Symmetry 2
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:

Garden of Symmetry 3
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:

Garden of Symmetry 4
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:

Garden of Symmetry 5
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:


4-4C: RIDDLES OF RUIN (for real this time)
Your attention is split between assessing Ashasar’s dire condition and watching a quartet of winged humanoids swoop down to alight nearby. Each one’s upper body resembles a tattooed human with feathered wings sprouting from his shoulders. Their powerful feline legs land softly in the sand, and their tufted tails twitch anxiously as they look first at you and then at each other. You have heard of these desert natives before: maftets, dwellers in Garund’s lost cities.

One approaches confidently and speaks. “Your friend has calmed the storm. That is no easy feat.” The other maftets look at the wheezing Ashasar with respect. The geniekin tries to respond, only to expel a series of floating bubbles that pop and release his words in a disjointed chorus. The lead maftet scowls. “Whatever he did came at a cost, and he now suffers a powerful spellblight. I am Erayu. Come. We can provide some treatment.”

The maftets help you carry Ashasar east, explaining that their tribe has lived among the ruins of an ancient Nexian fortress for generations. A month ago, a sphinx arrived, promising enlightenment to any who could help her solve the Riddle of Koth’Vaul. The tribe fractured. Some offered their service; others wished nothing of her puzzle. The more the maftets helped solve the sphinx’s conundrum, the more her appearance changed, and each breakthrough left her more feral, ferocious, and driven. Likewise, her disciples became more combative as they mapped out impossibly complex patterns in the land to unravel the riddle. At last, the other maftets fled, fearing what their kin had become.

Koth’Vaul? You recognize the name of the fiend that was working with Muhlia al-Jakri. You suspect that whatever riddle Koth’Vaul provided the sphinx, it’s responsible for her transformation and the maftets’ distress. What’s worse, you think the maftets’ home is worryingly close to where al-Jakri hid the Atramentous Eye. Hoping to learn more, you leave Ashasar in your new friends’ care and set out to study these ruins.


Deck Handler // Searching for: (None)

As mentioned in Hangouts, it makes sense to me for everyone to start at the Altar of Riddles, maximizing our highly beneficial start-of-turn triggers there. Might be an idea that if you examine a boon that you didn't name at the start of your turn, then you can move away and leave it for the next player to get a guaranteed draw/acquire/exploration with.

Ezren will visit the Trader Agymah.

Loot Upgrade: Binder's Tome -> Game of Afterlife
Loot Upgrade: Deathgrip -> Disable Mechanism

(I'll also replace Ice and Fire with Eruption if and only if Zarlova has no interest in Eruption.)

Note that Elemental Body and Golden Serpent Armband are not taken as loot.

Ezren will start at the Altar of Riddles.


Deck Handler Human Cleric

Card upgrade: Life Drain -> Channel the gift
Card feat: Blessing 6 -> Blessing of Milani
Loot: Blessing of the Gods -> Blessing of Maat

Trader: Agymah
Start at the Altar of riddles


I6 Samurai, Tier 6

Swap: Banner -> Sun Falcon Pectoral
Swap: Weaponrack Backpack -> Compass
Swap: Blessing of Tuskiyo -> Blessing of Maat
Trader (Shardizhad): TBD
Start: Altar of riddles.


Shardizhad (Vika, Hayato):

Random Weapon:
Staff of Dark Flame
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.

Random Weapon:
Thousand Stings Whip
Weapon 4

Traits
Whip
Melee
Piercing
Poison
Finesse
Magic

Check
Strength
Melee
11

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

Random Weapon:
Shocking Scimitar +2
Weapon 3

Traits
Sword
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
11

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

Agymah (Zarlova, Ezren):

Random Spell:
Ice Storm
Spell 4

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
Divine
11

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

Random Spell:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

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

Random Spell:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

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


Deck Handler Blessing 3, Ally 3

Deck Upgrade (Weapon 4): Warhammer +2 -> Pillaging Mace
Banished Card (Ally): Retriever was banished last scenario, replaced with Warhorse (Ally 2)
Trader (Shardizhad): Shock Glaive +1 -> Thousand Stings Whip
Loot: Tooled Crocodile Skin -> Akhentepi's Armor
Loot: Staff of Minor Healing -> Ushtabi of the Willing Servant
Loot: Camel -> Unwrapped Harmony
Loot: Blessing of Gorum -> Blessing of Maat
Starting Location: Altar of Riddles

Starting Hand:
Vika wrote:

Hand: Belt of Giant Strength, Gem of Physical Prowess, Grappler's Mask, Warhorse, Dwarven Earthbreaker +1,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Sideboard cards:


Deck Handler // Searching for: (None)

Assuming that Radovan is going to the Sunburst Market...
TRADE: Shroud Cloak (Armor 3) + Spellbook (Item B) -> Chain Lightning
Assuming there's nothing stopping me, I'll officially 'trade away' Spellbook and bury Shroud Cloak.

(With that said, if Radovan isn't using the Sunburst Market and he chooses to head to Agymah so there's an extra option, then Ezren may change his mind.)

Also, Ezren will not take Eruption, just so there's more Spell 4s in the possible pool of boons for the scenario. It's not much different at all to what I'd trade away, anyway.

Opening Hand:
Ezren wrote:

Hand: Glamour, Ice and Fire, Cure, Advocate's Armor, Pyrotechnic Blast, Byzantine Lexicon, Fly, Chain Lightning,

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

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[ ] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[ ] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 3
SHIRT REROLL UNUSED


Deck Handler Human Cleric

Opening Hand:
Zarlova wrote:

Hand: Cleric of Nethys, Shield Cloak, Blessing of Milani, Evangelist, Byzantine Lexicon, Major Cure, Blessing of Abadar,

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

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

Favored Card: Spell
Hand Size 7
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.
Add 2 ([ ] or 4) to your check to acquire ([ X] or recharge) a spell.

Grand Lodge

Deck Handler

Trader: Sunburst market.
Swapping out Defending Sansetsukon for Blessing of the elements.

Opening Hand:

Wayfinder
Bloodbound Hat
Blessing of the Starsong 2
Blessing of the Elements 2
Blessing of the Quartermaster
Eando Kline

Starting location unless someone has another option: Altar of Riddles


I6 Samurai, Tier 6
Hayato wrote:

Skills and Powers:
Skills

STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +1
Survival +1
CHARISMA d6
Diplomacy +1

Powers
Hand Size: 4 ☑5 ☐6
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☑ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (☐ 1d10).
☑ When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile (☑ or recharge the card you played a put a random card from your discard ple on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.

Favored Card Type Weapon
Weapon 4 ☐ 5 ☐ 6 ☐ 7
Spell -
Armor 2 ☐ 3
Item 3 ☐ 4 ☐ 5
Ally 3 ☑ 4 ☑ 5 ☑ 6
Blessing 3 ☑ 4
Cohort: Jinu

Hand: Dwarven Earthbreaker +1, Gem of Physical Prowess, Sun Falcon Pectoral, Blessing of Gorum, Blessing of Maat
Displayed: Jinfu
Deck: 14 Discard: 0 Buried: 3
Notes: Shirt reroll used in 4C. 2 die bumps remaining.
Use blessing(s) or Jinfu as needed.

Blessing of Gorum:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Powers
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 Maat:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

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.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
  • At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Monster 2
Spoiler:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

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

Monster 4
Spoiler:
Elder Ifreeti
Monster 4

Traits
Elemental
Outsider
Janni
Fire

Check
Combat
19

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

Monster 5
Spoiler:
Royal Naga
Monster 4

Traits
Aberration

Check
Combat
16
THEN
Combat
16

Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each of your combat checks, shuffle all your weapons and cards that have the Attack trait together and randomly choose 1 to play.

Random Barriers:
Barrier 1
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 2
Spoiler:
Fireball Trap
Barrier 2

Traits
Trap
Magic
Fire
Elite

Check
Constitution
6
OR
Dexterity
Acrobatics
Disable
8

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

Barrier 3
Spoiler:
Insanity Mist
Barrier 3

Traits
Trap
Magic
Trigger

Check
None

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

Barrier 4
Spoiler:
Hungry Fog
Barrier 3

Traits
Obstacle
Magic
Acid

Check
Wisdom
Perception
10

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

Barrier 5
Spoiler:
Eternal Captives
Barrier 4

Traits
Curse
Undead

Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8

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

Random Weapons:
Weapon 1
Spoiler:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Weapon 2
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Weapon 3
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

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

Weapon 4
Spoiler:
Frost Sling +1
Weapon 1

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
6

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

Weapon 5
Spoiler:
Staff of Dark Flame
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.

Random Spells:
Spell 1
Spoiler:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 2
Spoiler:
Whip of Centipedes
Spell 4

Traits
Magic
Arcane
Divine
Attack
Poison

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
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 3
Spoiler:
Volcanic Storm
Spell 3

Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Spell 4
Spoiler:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Spell 5
Spoiler:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Random Armors:
Armor 1
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 2
Spoiler:
Silken Ceremonial Armor
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Charisma
11

Powers
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
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 to add 1d8 to your check that invokes the Poison trait.

Armor 3
Spoiler:
Steel Ibis Lamellar
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10

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

Armor 4
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Armor 5
Spoiler:
Clawhand Shield
Armor 3

Traits
Shield
Offhand

Check
Constitution
Fortitude
6
OR
Melee
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Random Items:
Item 1
Spoiler:
Lottery Urn
Item 1

Traits
Object
Magic
Gambling

Check
Wisdom
6

Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

Item 2
Spoiler:
Feather of Maat
Item B

Traits
Object
Magic
Maat

Check
Constitution
Knowledge
Divine
5

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

Item 3
Spoiler:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Item 4
Spoiler:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

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

Item 5
Spoiler:
Wand of Scorching Ray
Item 3

Traits
Wand
Attack
Fire
Ranged
Magic
Arcane

Check
Intelligence
Arcane
8

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

Random Allies:
Ally 1
Spoiler:
Azaz Arafe and Zazu
Ally 1

Traits
Human
Evoker
AND
Animal

Check
Charisma
Diplomacy
Arcane
Divine
7

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

Ally 2
Spoiler:
Giant Slug
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
Spoiler:
Dredge
Ally B

Traits
Halfling
Rogue

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Terhk Fourwinds
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 5
Spoiler:
Basif Iosep
Ally 2

Traits
Half-Elf
Shopkeeper

Check
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of Anubis
Blessing 4

Traits
Divine
Anubis
Poison
Mummy

Check
Divine
8
OR
Charisma
Diplomacy
11

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Turn: 1 Zarlova/magi210

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Vika)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 2 (Turn 3 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 4 Hayato)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessings Deck Card 4 (Turn 5 Radovan)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 5 (Turn 6 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 6 (Turn 7 Vika)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 8 Ezren)
Spoiler:
Concordance's Favor
Favor 4

Traits

Check

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

Blessings Deck Card 8 (Turn 9 Hayato)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 9 (Turn 10 Radovan)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 10 (Turn 11 Zarlova)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 11 (Turn 12 Vika)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 12 (Turn 13 Ezren)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 13 (Turn 14 Hayato)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 14 (Turn 15 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 15 (Turn 16 Zarlova)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 16 (Turn 17 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 17 (Turn 18 Ezren)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 18 (Turn 19 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 21 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 21 (Turn 22 Vika)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 22 (Turn 23 Ezren)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 23 (Turn 24 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 24 (Turn 25 Radovan)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 25 (Turn 26 Zarlova)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 26 (Turn 27 Vika)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 27 (Turn 28 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 28 (Turn 29 Hayato)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 29 (Turn 30 Radovan)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Located here: everybody

Altar of Riddles Card 1:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Altar of Riddles Card 2:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

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

Altar of Riddles Card 3:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Altar of Riddles Card 4:
Kafar
Ally B

Traits
Human
Rogue
Aspis
Trigger

Check
Wisdom
Charisma
Diplomacy
9

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

Altar of Riddles Card 5:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Altar of Riddles Card 6:
Skull Ripper
Monster 3

Traits
Construct

Check
Combat
14

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

Altar of Riddles Card 7:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Altar of Riddles Card 8:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Altar of Riddles Card 9:
The First Law
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.

Altar of Riddles Card 10:
Staff of Focus
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
Arcane
Divine
6

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

Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons or armors.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1

Walled Oasis Card 1:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

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

Walled Oasis Card 2:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 3:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Walled Oasis Card 4:
Bonestorm
Monster 4

Traits
Undead
Swarm

Check
Combat
17

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

Walled Oasis Card 5:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

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

Walled Oasis Card 6:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

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

Walled Oasis Card 7:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Walled Oasis Card 8:
Striking Wing Scimitar
Weapon 4

Traits
Sword
Melee
Slashing
Magic
Finesse

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Walled Oasis Card 9:
Rolling Sphere
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.

Walled Oasis Card 10:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1

Garden of Symmetry Card 1:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

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

Garden of Symmetry Card 2:
Blessing of Anubis
Blessing 4

Traits
Divine
Anubis
Poison
Mummy

Check
Divine
8
OR
Charisma
Diplomacy
11

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

Garden of Symmetry Card 3:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

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

Garden of Symmetry Card 4:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry Card 5:
Detonate
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

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

Garden of Symmetry Card 6:
Shock Glaive +1
Weapon 1

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Garden of Symmetry Card 7:
Acid Splash
Spell B

Traits
Magic
Arcane
Acid
Attack

Check
Intelligence
Arcane
4

Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Garden of Symmetry Card 8:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

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

Garden of Symmetry Card 9:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry Card 10:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Garden of Symmetry 2
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1

Garden of Symmetry 2 Card 1:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Garden of Symmetry 2 Card 2:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Garden of Symmetry 2 Card 3:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 2 Card 4:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Garden of Symmetry 2 Card 5:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Garden of Symmetry 2 Card 6:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Garden of Symmetry 2 Card 7:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry 2 Card 8:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Garden of Symmetry 2 Card 9:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Garden of Symmetry 2 Card 10:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

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

Garden of Symmetry 3
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1

Garden of Symmetry 3 Card 1:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Garden of Symmetry 3 Card 2:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Garden of Symmetry 3 Card 3:
Armor of the Sands
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.

Garden of Symmetry 3 Card 4:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Garden of Symmetry 3 Card 5:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 6:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

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

Garden of Symmetry 3 Card 7:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Garden of Symmetry 3 Card 8:
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.

Garden of Symmetry 3 Card 9:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 3 Card 10:
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.

Garden of Symmetry 4
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1

Garden of Symmetry 4 Card 1:
Lamia Sisters
Henchman Monster 3

Traits
Lamia
Trigger

Check
Combat
14
THEN
Combat
16

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

Garden of Symmetry 4 Card 2:
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.

Garden of Symmetry 4 Card 3:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Garden of Symmetry 4 Card 4:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Garden of Symmetry 4 Card 5:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 4 Card 6:
Falcon Crown
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 7:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 8:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

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

Garden of Symmetry 4 Card 9:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

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

Garden of Symmetry 4 Card 10:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Garden of Symmetry 5
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1

Garden of Symmetry 5 Card 1:
Userib
Henchman Monster 4

Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 5 Card 2:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Garden of Symmetry 5 Card 3:
Reed Snake Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Garden of Symmetry 5 Card 4:
Fiendish Sphinx
Barrier 4

Traits
Trap
Arcane
Magic
Sphinx
Trigger

Check
Intelligence
Knowledge
Arcane
Wisdom
12

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

Garden of Symmetry 5 Card 5:
Alchemist's Shield
Armor 2

Traits
Shield Offhand

Check
Constitution
Fortitude
Craft
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to 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.

Garden of Symmetry 5 Card 6:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Garden of Symmetry 5 Card 7:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Garden of Symmetry 5 Card 8:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Garden of Symmetry 5 Card 9:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Garden of Symmetry 5 Card 10:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

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


Deck Handler Human Cleric

Turn 1: Blessing of the Elements.
Location power: Choose blessings. (Top card is an item, potion of healing)
Free Explore: Potion of Healing (Craft 5)
Reveal Evangelist to add 1

Zarlova meanders around the ruins, pausing to examine the odd altar devoted to an unknown deity. Symbols to the Osirion gods cover it, and in the course of her meditations, the sound of a large beast can be heard in the distance. She takes cover, deciding one of the more martial members of the party would be suited to handle this threat.

Craft 5: 1d10 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

Potion of healing added to hand.

Discard Cleric of Nethys to examine the top 2 location cards and explore. (The Third Law and Blessing of Thoth)

The Third Law is encountered, defeated,and displayed.

Blessing of Thoth is placed on top and encountered.
Blessing of Thoth (Wisdom 10)
Reveal Evangelist to add 1.

Wisdom 10: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Blessing of Thoth added to hand.

Discard Blessing of Thoth to explore again.
Encounter Kafar (Wisdom 9)
Recharge Byzantine Lexicon to add a die. Reveal Evangelist to add 1.
Wisdom 9: 1d10 + 1d10 + 4 + 1 ⇒ (10) + (2) + 4 + 1 = 17

Kafar is added to hand.

Discard Kafar to explore again.
Encounter Blessing of Wadjet (Divine 5, autoacquire)

Discard Blessing of Wadjet to examine top card (Skull ripper). Choose not to explore again.

End turn, reset hand. Name weapon as the boon, but it's still a skull ripper.

Zarlova wrote:

Hand: Wand of Detect Magic, Shield Cloak, Blessing of Milani, Evangelist, Major Cure, Blessing of Abadar, Potion of Healing,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [X ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 7
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.
Add 2 ([ ] or 4) to your check to acquire ([ X] or recharge) a spell.

The Third Law is displayed.
Skull ripper (card 6) is the top card.


Deck Handler Blessing 3, Ally 3

Turn 2, under the Blessing of the Ancients.
Start of turn, give Warhorse to Hayato who can make much better use of it than I.
Start of turn, guess that the top card is a Skull Ripper. It is! Unfortunately, that's not a boon type so I don't get to do anything with it. So I might as well clear it for somebody else.

Vika sets out with her friends to explore the ruins. Just as she's handing the reigns of her horse to Hayato (a much more skilled mounted combatant), and about to head off on her own, Zarlova points over a nearby rise and mouths the words "death machine". Hmm... curious to see what a death machine looks like, Vika hefts her dwarven hammer on her shoulder and sets out to see.

Free Exploration - Card #6: Skull Ripper
Combat: Dwarven Earthbreaker + Belt
Check to Defeat - Combat 14: 1d10 + 6 + 2d6 + 1 + 1 ⇒ (3) + 6 + (5, 6) + 1 + 1 = 22

As she stands amongst the broken cogs and gears she scoffs. "Death machine", huh? Sure... real deathy.

She laughs and prepares again to set out into the rest of the ruins, assuming there are no more "death machines" around.

End of turn, I'll call Weapon and examine the top card - Card #7: Commune (Spell). I don't get to claim it, so it's shuffled back into the deck. Draw 1 and I'm done.

Vika wrote:

Hand: Belt of Giant Strength, Gem of Physical Prowess, Grappler's Mask, Dwarven Earthbreaker +1, Pillaging Mace,

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

Skills and Powers:
SKILLS

Strength d10+4
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10+1
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+1 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.
When you would bury an armor or weapon, you may discard it instead.

Hayato gets to ride my Warhorse.
Altar Card #6 is banished.
Altar is shuffled.


Deck Handler // Searching for: (None)

Ezren starts his turn.
Blessing of the Elements discarded from the Blessings Deck.

Ezren calls Spell and examines the top card of the shuffled Altar of Riddles due to its power.
Altar of Riddles Card #: 1d4 + 6 ⇒ (4) + 6 = 10
Altar of Riddles Card 10: Staff of Focus

Ezren moves to the Garden of Symmetry 5, then takes his free exploration.
Garden of Symmetry 5 Card 1: Userib

Userib:
Henchman Monster 4
Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Userib is treated as a villain, and so pausing for Temp-closures.

Zarlova successfully temp-closed the Altar of Riddles, as below, so continuing with the villain encounter.

BYA: Arcane 7: 1d12 + 6 ⇒ (7) + 6 = 13 -> BYA: Ezren automatically passes the Arcane check, but has to recharge Cure from the location power.
Scenario Rule: 1d4 + 5 ⇒ (2) + 5 = 7 -> Userib is treated as a villain, difficulties to defeat is increased by 6.
Ezren displays Chain Lightning for combat.
Combat 15+7 (Arcane): 1d12 + 6 + 3d6 ⇒ (5) + 6 + (6, 3, 1) = 21 -> One off, really!? I don't have time to keep fixing things; Ezren burns a die bump to pass, and has 2 remaining. First combat check passed, but Ezren rolled 3 odd numbers and recharges 3 cards (Pyrotechnic Blast, Byzantine Lexicon, Glamour). Ezren sets aside Fire and Ice for the second combat check, adding the Fire trait..
Combat 17+7 (Arcane): 1d12 + 6 + 2d8 + 3 ⇒ (12) + 6 + (7, 3) + 3 = 31 -> Userib defeated, but Ezren rolled 2 odd numbers and recharges the last 2 cards of his hand (Fly, Advocate's Armor). And the roll exceeded 26, so Ezren takes 1d4 Fire damage... but I'll ignore that as he has no cards in hand to lose.
Arcane 12 (Recharge): 1d12 + 6 ⇒ (1) + 6 = 7 -> Ice and Fire discarded.
Ezren closes the Garden of Symmetry 5 automatically by defeating the Villain.

Ezren ends his turn, attempting to recharge Chain Lightning.
Arcane 12: 1d12 + 6 ⇒ (10) + 6 = 16 -> Chain Lightning recharged.
Ezren chooses to roll the end-of-turn 1d6.

Garden of Symmetry: 1d6 ⇒ 6 -> Ice and Fire recharged from the discard pile.
Ezren resets his hand.
No flavour today.

Ezren wrote:

Hand: Bound Lantern Archon, Cleric of Nethys, Ukobach, Game of Afterlife, Create Mindscape, Disable Mechanism, Fire Snake, Wand of Flying,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Notes: I'll use my Bound Lantern Archon and Wand of Flying when I get a chance to post next, or Hayato may do so for me. I recommend he use Wand of Flying to have Ezren examine a couple of locations so that he can move to one of them and auto-draw an examined boon by moving with his Warhorse at the end-of-turn.

All other cards (notably Create Mindscape and Disable Mechanism) are free for the party to use; just beware of the Garden's location effect.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[ ] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[ ] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
SHIRT REROLL UNUSED


Deck Handler Human Cleric

Temp close Altar of riddles.
Recharge Evangelist to add 1d4.

Wisdom 10: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12

Altar is closed.


Deck Handler // Searching for: (None)

(Tiny correction; my text incorrectly stated that the difficulty to defeat the villain was increased by 6, when it was by 7. The dice rolls and presented DCs were accurate.)

Flavour for last turn:
Ezren had developed both a fascination and a certain empathy with the geniekin, Ashasar, and was horrified at the sight of the spellblight afflicting him. The arrival of the apparently friendly Maftets gave the wizard some comfort, though he was dubious of their motives.

But the stories they tell are compelling, and the revelations of the involvement of "Koth'Vaul" are worth considerable interest, and so Ezren was all too driven to progress onto studying these curious ruins and landscapes, and piece together what occurred here. In some ways, this was precisely why Ezren joined the Society in the first place - to travel to such foreign, alien landscapes and to learn, and grow from discoveries made, and to refine his understanding of magical phenomena and all matters arcane.

This trip to the Mana Wastes and Quantium have certainly succeeded at that!

Ezren whispers a spell and flies across the ruins, but his analysis of the landscape below is paused as a feral Maftet flies towards him, flinging warmagic at the wizard in mid-air. Unable to match the winged Maftet's speed or manoeuvrability in the air, Ezren is forced to land in the curiously symmetrical remains of some pavilion, taking cover. Ezren prepares his spells; throwing lightning and fire at the winged spellcaster in drawn-out combat, but is horrified to find that some controlling magic is inhibiting the arcane environment around him - though also apparently nullifying the Mana Wastes' dangerous affects on typical spellcasting in the process.

Even so, Ezren fights through it, but is unable to destroy the Maftet, which curses him in an unknown language before fleeing after setting up some protective wards.

Following processing the villain escape and the start-of-turn effects for Hayato (including, presumably, him auto-drawing the weapon on top of the Altar of Riddles), Ezren undertakes a couple of actions.

Ezren sets aside Wand of Flying, examining the top card of the Garden of Symmetry 4 and the Garden of Symmetry 3.
Garden of Symmetry 4 Card # (11 = Blessing or Villain): 1d11 ⇒ 4
Garden of Symmetry 4 Card 4: Djinni Quarterstaff -> Now the topcard of Garden of Symmetry 4 post-shuffle.
Garden of Symmetry 3 Card # (11 = Blessing or Villain): 1d11 ⇒ 2
Garden of Symmetry 3 Card 2: Blessing of Bastet -> Now the topcard of Garden of Symmetry 3 post-shuffle.
Ezren moves to the Altar of Riddles with Wand of Flying's power. Ezren displays Create Mindscape at the Altar of Riddles to add 1d4 to his recharge check.
Arcane 12 (Recharge): 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 -> Wand of Flying recharged.

Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.
Channel the Gift: Drawn
Hungering Staff: Placed on top
Cure (from recharge): Placed second from top
Arcane 10 (Recharge): 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 -> Failed. Ezren sets aside Game of Afterlife to reroll his 1d12.
Arcane 10 (Recharge): 1d12 + 6 + 2 ⇒ (7) + 6 + 2 = 15 -> Bound Lantern Archon recharged.
Intelligence 8: 1d12 + 4 + 1d4 ⇒ (12) + 4 + (4) = 20 -> Game of Afterlife recharged.

Ezren sets aside Channel the Gift to allow Zarlova to draw a spell of her choice from her deck and then shuffle it.
Arcane 14: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (3) = 10 -> Channel the Gift discarded.

Ezren wrote:

Hand: Cleric of Nethys, Ukobach, Disable Mechanism, Fire Snake,

Displayed: Create Mindscape (ALTAR OF RIDDLES),
Deck: 13 Discard: 1 Buried: 1
Notes: Disable Mechanism is free to use by the team. Create Mindscape is displayed at the Altar of Riddles and is adding +1d4 to Wisdom, Charisma and Intelligence checks there, though there's not much reason for most players to stay.

Note that boons have been examined on the top of two other location decks, and may be easily drawn by the scenario power if you have a means of moving during your turn or end-of-turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[ ] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[ ] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
SHIRT REROLL UNUSED


Deck Handler Human Cleric

Zarlova draws Holy Javelin from her deck.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
  • At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Third Law displayed
The Third Law:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

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

Random Monsters:
Monster 1
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Monster 2
Spoiler:
Girtablilu Ranger
Monster 4

Traits
Girtablilu
Poison
Trigger

Check
Combat
17

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

Monster 3
Spoiler:
Giant Crocodile
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 4
Spoiler:
Mummy
Monster 4

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Monster 5
Spoiler:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
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.

Random Barriers:
Barrier 1
Spoiler:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

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

Barrier 2
Spoiler:
Eternal Captives
Barrier 4

Traits
Curse
Undead

Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8

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

Barrier 3
Spoiler:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

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

Barrier 4
Spoiler:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Barrier 5
Spoiler:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

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

Random Weapons:
Weapon 1
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Weapon 2
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

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

Weapon 3
Spoiler:
Spellsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
Arcane
Divine
11

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

Weapon 4
Spoiler:
Shattertouch Shotel +2
Weapon 4

Traits
Scythe
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
Wisdom
Dexterity
12

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

Weapon 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Random Spells:
Spell 1
Spoiler:
Ice Storm
Spell 4

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
Divine
11

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

Spell 2
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 3
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Spell 4
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

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

Spell 5
Spoiler:
Caustic Fog
Spell 3

Traits
Magic
Divine
Acid

Check
Wisdom
Divine
11

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

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

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 3
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Armor 4
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

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

Armor 5
Spoiler:
Steel Ibis Lamellar
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10

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

Random Items:
Item 1
Spoiler:
Smoke Stick
Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

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

Item 2
Spoiler:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

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

Item 3
Spoiler:
Deliquescent Gloves
Item 3

Traits
Accessory
Alchemical
Acid

Check
Dexterity
Intelligence
Craft
8

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

Item 4
Spoiler:
Knot of Isis
Item 3

Traits
Object
Magic
Trigger

Check
Intelligence
Arcane
11

Powers
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.

Item 5
Spoiler:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

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

Random Allies:
Ally 1
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

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

Ally 2
Spoiler:
Ausetitha
Ally 4

Traits
Undead
Banshee
Incorporeal

Check
Combat
15

Powers
Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
While displayed, when you display a scourge, bury this card.

Ally 3
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Terhk Fourwinds
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 5
Spoiler:
Giant Slug
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 4
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 4 Hayato/MorkXII

Top of Blessing Discard Pile: Blessing of Nethys

Top Blessing:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Radovan)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 2 (Turn 6 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 7 Vika)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 4 (Turn 8 Ezren)
Spoiler:
Concordance's Favor
Favor 4

Traits

Check

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

Blessings Deck Card 5 (Turn 9 Hayato)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 6 (Turn 10 Radovan)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 7 (Turn 11 Zarlova)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 8 (Turn 12 Vika)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 9 (Turn 13 Ezren)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 10 (Turn 14 Hayato)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 11 (Turn 15 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 16 Zarlova)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 17 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 18 Ezren)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 15 (Turn 19 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 16 (Turn 20 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 17 (Turn 21 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 18 (Turn 22 Vika)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 19 (Turn 23 Ezren)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 20 (Turn 24 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 21 (Turn 25 Radovan)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 22 (Turn 26 Zarlova)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 23 (Turn 27 Vika)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 24 (Turn 28 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 25 (Turn 29 Hayato)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 26 (Turn 30 Radovan)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Hayato, Vika, Radovan, Zarlova, Ezren
Notes: Staff of Focus, Commune
Create Mindscape displayed

Altar of Riddles Card 1 - Staff of Focus:
Staff of Focus
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
Arcane
Divine
6

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

Altar of Riddles Card 2:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Altar of Riddles Card 3:
The First Law
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.

Altar of Riddles Card 4:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons or armors.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:2

Walled Oasis Card 1:
Rolling Sphere
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.

Walled Oasis Card 2:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Walled Oasis Card 3:
Striking Wing Scimitar
Weapon 4

Traits
Sword
Melee
Slashing
Magic
Finesse

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Walled Oasis Card 4:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 5:
Bonestorm
Monster 4

Traits
Undead
Swarm

Check
Combat
17

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

Walled Oasis Card 6:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

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

Walled Oasis Card 7:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

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

Walled Oasis Card 8:
Userib
Henchman Monster 4

Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 9:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Walled Oasis Card 10:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Walled Oasis Card 11:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

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

Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry Card 1:
Blessing of Anubis
Blessing 4

Traits
Divine
Anubis
Poison
Mummy

Check
Divine
8
OR
Charisma
Diplomacy
11

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

Garden of Symmetry Card 2:
Acid Splash
Spell B

Traits
Magic
Arcane
Acid
Attack

Check
Intelligence
Arcane
4

Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Garden of Symmetry Card 3:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry Card 4:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry Card 5:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

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

Garden of Symmetry Card 6:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

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

Garden of Symmetry Card 7:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry Card 8:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Garden of Symmetry Card 9:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

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

Garden of Symmetry Card 10:
Detonate
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

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

Garden of Symmetry Card 11:
Shock Glaive +1
Weapon 1

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Garden of Symmetry 2
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 2 Card 1:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 2 Card 2:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

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

Garden of Symmetry 2 Card 3:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Garden of Symmetry 2 Card 4:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Garden of Symmetry 2 Card 5:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Garden of Symmetry 2 Card 6:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Garden of Symmetry 2 Card 7:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Garden of Symmetry 2 Card 8:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry 2 Card 9:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 2 Card 10:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Garden of Symmetry 2 Card 11:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Garden of Symmetry 3
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 3 Card 1 - Stoneskin:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Garden of Symmetry 3 Card 2:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Garden of Symmetry 3 Card 3:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 4:
Armor of the Sands
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.

Garden of Symmetry 3 Card 5:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 3 Card 6:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

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

Garden of Symmetry 3 Card 7:
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.

Garden of Symmetry 3 Card 8:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Garden of Symmetry 3 Card 9:
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.

Garden of Symmetry 3 Card 10:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 11:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Garden of Symmetry 4
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 4 Card 1 - Djinni Quarterstaff:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Garden of Symmetry 4 Card 2:
Lamia Sisters
Henchman Monster 3

Traits
Lamia
Trigger

Check
Combat
14
THEN
Combat
16

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

Garden of Symmetry 4 Card 3:
Blessing of Nethys
Blessing C

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Garden of Symmetry 4 Card 4:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Garden of Symmetry 4 Card 5:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 4 Card 6:
Falcon Crown
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 7:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

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

Garden of Symmetry 4 Card 8:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

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

Garden of Symmetry 4 Card 9:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Garden of Symmetry 4 Card 10:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 11:
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.

Garden of Symmetry 5
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


I6 Samurai, Tier 6

Off-turn: Receive Warhorse from Vika

Hayato has little interest in or understanding of the secrets in these ruins, but he has no intention of turning back. He spots the Staff that Ezren pointed out and picks it up.

Start of turn, name weapon and pick up the Staff of Focus.
Move to Garden of Symmetry 1 and explore card 1: Blessing of Anubis

Recharge Gem of Physical Prowess to use Str die. Zarlova discards BoMilani.
Diplomacy 11: 1d10 + 1 + 1d10 ⇒ (1) + 1 + (1) = 3 Shirt reroll one of them.
Diplomacy 11: 1d10 + 1 + 1 ⇒ (10) + 1 + 1 = 12 Acquired!
Recharge Staff of Focus for rolling 1 odd.

Recharge Sun Falcon Pectoral to explore Garden of Symmetry 1 card 2: Acid Splash Banished

Discard Blessing of Anubis to explore Garden of Symmetry 1 card 3: Blessing of the Ancients Banished.

Discard Warhorse to explore Garden of Symmetry 1 card 4: Tooled Crocodile Skin Banished.
Recharge random card for playing a Mount: Warhorse.

Shuffle Jinfu into my deck to explore Garden of Symmetry 1 card 5: Mistmail Banished.
Recharge random card for playing Jinfu: Blessing of Anubis.
Hayato wanders the odd Garden, finding trash scattered everywhere. He makes an attempt to clean it up, but throws most of it away.

End of turn: There's a Weapon and a Spell left, so lets say Weapon. Examine card 6: Memories of Violence
Triggered, displayed by my deck.
Draw up to 5.

Hayato suddenly feels uneasy, anxious about some of the things he's done in the past. Hopefully he can get over it before he is needed to fight.

Hayato wrote:

Skills and Powers:
Skills

STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +1
Survival +1
CHARISMA d6
Diplomacy +1

Powers
Hand Size: 4 ☑5 ☐6
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☑ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (☐ 1d10).
☑ When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile (☑ or recharge the card you played a put a random card from your discard ple on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.

Favored Card Type Weapon
Weapon 4 ☐ 5 ☐ 6 ☐ 7
Spell -
Armor 2 ☐ 3
Item 3 ☐ 4 ☐ 5
Ally 3 ☑ 4 ☑ 5 ☑ 6
Blessing 3 ☑ 4
Cohort: Jinu

Hand: Dwarven Earthbreaker +1, Shock Glaive +1, Tripartite Spear +2, Blessing of Gorum, Blessing of Maat
Displayed: Memories of Violence
Deck: 18 Discard: 0 Buried: 3
Notes: Shirt reroll used in 4D. 2 die bumps remaining.
Use blessing(s) or Jinfu as needed.

Blessing of Gorum:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Powers
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 Maat:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

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.

Memories of Violence:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

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.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
  • At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Memories of Violence displayed by Hayato
Memories of Violence:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

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

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Guecubu
Monster 3

Traits
Undead

Check
Combat
15

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

Monster 2
Spoiler:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

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

Monster 3
Spoiler:
Skull Ripper
Monster 3

Traits
Construct

Check
Combat
14

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

Monster 4
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Monster 5
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Random Barriers:
Barrier 1
Spoiler:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

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

Barrier 2
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 3
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 4
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 5
Spoiler:
Ambush
Barrier 2

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Random Weapons:
Weapon 1
Spoiler:
Sling Staff
Weapon B

Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
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 this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

Weapon 2
Spoiler:
Twin Serpent Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite

Check
Strength
Melee
Arcane
9

Powers
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

Weapon 3
Spoiler:
Fate Blade
Weapon 4

Traits
Knife
Ranged
Piercing
Magic
Pharasma

Check
Dexterity
Ranged
Wisdom
Divine
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Weapon 4
Spoiler:
Flask Thrower
Weapon 2

Traits
Sling
Ranged
Bludgeoning
Elite

Check
Dexterity
Ranged
8

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

Weapon 5
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Random Spells:
Spell 1
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

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

Spell 2
Spoiler:
Ice Storm
Spell 4

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
Divine
11

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

Spell 3
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 4
Spoiler:
Volcanic Storm
Spell 3

Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Spell 5
Spoiler:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Random Armors:
Armor 1
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 2
Spoiler:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Armor 4
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Armor 5
Spoiler:
Steel Ibis Lamellar
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10

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

Random Items:
Item 1
Spoiler:
Jet of Anubis
Item 4

Traits
Object
Magic
Anubis

Check
Charisma
Diplomacy
Stealth
11

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

Item 2
Spoiler:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

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

Item 3
Spoiler:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Item 4
Spoiler:
Necklace of Fireballs
Item 4

Traits
Accessory
Attack
Fire
Magic

Check
Intelligence
Arcane
9

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

Item 5
Spoiler:
Sandstorm Dust
Item 4

Traits
Object
Alchemical

Check
Intelligence
Craft
9

Powers
Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

Random Allies:
Ally 1
Spoiler:
Stone Weasel
Ally C

Traits
Animal
Elemental

Check
Wisdom
Survival
6

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

Ally 2
Spoiler:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

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

Ally 3
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

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

Ally 5
Spoiler:
Fire Gecko
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 3
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 4
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 5 Radovan/huntsfromshadow

Top of Blessing Discard Pile: Blessing of Isis

Top Blessing:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 2 (Turn 7 Vika)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 8 Ezren)
Spoiler:
Concordance's Favor
Favor 4

Traits

Check

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

Blessings Deck Card 4 (Turn 9 Hayato)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 5 (Turn 10 Radovan)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 6 (Turn 11 Zarlova)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 7 (Turn 12 Vika)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 8 (Turn 13 Ezren)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 9 (Turn 14 Hayato)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 10 (Turn 15 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 16 Zarlova)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 17 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 18 Ezren)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 14 (Turn 19 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 15 (Turn 20 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 16 (Turn 21 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 17 (Turn 22 Vika)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 18 (Turn 23 Ezren)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 19 (Turn 24 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 25 Radovan)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 21 (Turn 26 Zarlova)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 22 (Turn 27 Vika)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 23 (Turn 28 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 24 (Turn 29 Hayato)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 25 (Turn 30 Radovan)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Vika, Radovan, Zarlova, Ezren
Notes: Staff of Focus, Commune
Create Mindscape displayed

Altar of Riddles Card 1:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Altar of Riddles Card 2:
The First Law
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.

Altar of Riddles Card 3:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons or armors.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:2

Walled Oasis Card 1:
Rolling Sphere
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.

Walled Oasis Card 2:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Walled Oasis Card 3:
Striking Wing Scimitar
Weapon 4

Traits
Sword
Melee
Slashing
Magic
Finesse

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Walled Oasis Card 4:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 5:
Bonestorm
Monster 4

Traits
Undead
Swarm

Check
Combat
17

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

Walled Oasis Card 6:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

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

Walled Oasis Card 7:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

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

Walled Oasis Card 8:
Userib
Henchman Monster 4

Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 9:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Walled Oasis Card 10:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Walled Oasis Card 11:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

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

Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato,

Garden of Symmetry Card 1:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry Card 2:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Garden of Symmetry Card 3:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

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

Garden of Symmetry Card 4:
Detonate
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

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

Garden of Symmetry Card 5:
Shock Glaive +1
Weapon 1

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Garden of Symmetry 2
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 2 Card 1:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 2 Card 2:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

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

Garden of Symmetry 2 Card 3:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Garden of Symmetry 2 Card 4:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Garden of Symmetry 2 Card 5:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Garden of Symmetry 2 Card 6:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Garden of Symmetry 2 Card 7:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Garden of Symmetry 2 Card 8:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry 2 Card 9:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 2 Card 10:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Garden of Symmetry 2 Card 11:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Garden of Symmetry 3
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 3 Card 1 - Stoneskin:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Garden of Symmetry 3 Card 2:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Garden of Symmetry 3 Card 3:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 4:
Armor of the Sands
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.

Garden of Symmetry 3 Card 5:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 3 Card 6:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

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

Garden of Symmetry 3 Card 7:
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.

Garden of Symmetry 3 Card 8:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Garden of Symmetry 3 Card 9:
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.

Garden of Symmetry 3 Card 10:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 11:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Garden of Symmetry 4
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 4 Card 1 - Djinni Quarterstaff:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Garden of Symmetry 4 Card 2:
Lamia Sisters
Henchman Monster 3

Traits
Lamia
Trigger

Check
Combat
14
THEN
Combat
16

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

Garden of Symmetry 4 Card 3:
Blessing of Nethys
Blessing C

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Garden of Symmetry 4 Card 4:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Garden of Symmetry 4 Card 5:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 4 Card 6:
Falcon Crown
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 7:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

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

Garden of Symmetry 4 Card 8:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

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

Garden of Symmetry 4 Card 9:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Garden of Symmetry 4 Card 10:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 11:
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.

Garden of Symmetry 5
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Grand Lodge

Deck Handler

Turn 5
Blessing of Isis

Start of Turn
Altar Mechanic -> Choose Spell
Card #1 at Altar is -> Cultist of Areshkagal

Examine Mechanic
Recharge Blessing of the Quartermaster for 1d8
Stealth 8: 1d8 + 4 + 1d8 ⇒ (6) + 4 + (8) = 18 -> Success

Turn Phase
Move to Walled Oasis

Explore Walled Oasis #1 -> Rolling Sphere
Disable 9: 1d8 + 4 ⇒ (7) + 4 = 11 -> Passed

Free Explore from Sphere - Walled Oasis #2 -> Blessing of Pharasma
Can't Happen -> Banished

Discard Wayfinder to Examine Walled Oasis #3 -> Striking Wing Scimitar
I choose to not shuffle location, and explore -> Striking Wing Scimitar
Discard Blessing of the Elements to add 1d8
Str 12: 1d8 + 2 + 1d8 ⇒ (2) + 2 + (6) = 10
Hyato uses Blessing of Maat to bump 10 to 12. -> Card Aquired. Placing on Quang

End of Turn
Adventure Mechanic choosing boon type -> Ally
Examine Walled Oasis #4 -> Cultist of Areshkagal

Examine Mechanic
Bury Striking Wing Scimitar with Quang for 1d6 + 4
Stealth 8: 1d8 + 4 + 1d6 + 4 ⇒ (4) + 4 + (5) + 4 = 17

Finally choosing to shuffle the henchman back in.

Draw -> Old Salt, Rodrick, Sacred Candle

Radovan wrote:

Hand: Old Salt, Bloodbound Hat, Blessing of the Starsong 2, Rodrick, Sacred Candle, Eando Kline, Displayed: Quang, Norge, Fell Viridio,

Deck: 11 Discard: 2 Buried: 1
Notes: Shirt Reroll for 4-3 NOT used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [ ]+4
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 [X] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms) ( [ X ] or 3 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 ( [X] 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a crd displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.


Devil Form - Norge:

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.

Devil From - Quang:

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.

Devil From - Fell Viridio:

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.


Deck Handler Human Cleric

Turn 6: Blessing of the Ancients
Location power: Declare spell, examine top card.

Spoiler:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Zarlova has forewarning of the cultist's arrival and prepares for the fight. The enemy priest assaults her mind with a curse, forcing her to retreat behind the altar. She swiftly drinks a potion to recover her stamina, then steps back out to do battle. Resisting the enemy cleric's onslaught this time, she conjures a spear of light and hurls it at him, causing it to retreat from the altar.

Use shirt reroll on the 1: Reroll d10: 1d10 ⇒ 1

Wisdom check on examination Wisdom 8: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7

Failed, recharge 1d4: 1d4 ⇒ 3 reset hand, take Combat damage: 1d6 ⇒ 4

Recharge shield cloak to prevent 3. Discard Blessing of Pharasma.

New hand:

Zarlova wrote:
Hand: Blessing of the Spellbound, Restorative Touch, Holy Javelin, Bound Lantern Archon, Potion of Healing,

Banish potion of healing to shuffle 1d4: 1d4 ⇒ 3 back in.

Free Explore: Cultist
BYA: Wisdom 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12 -> Success.

Play Holy Javelin
Combat 19: 1d10 + 7 + 2d12 + 1d4 ⇒ (7) + 7 + (4, 3) + (4) = 25

Cultist is defeated.

Holy Javelin autorecharges and is placed on top of deck.

Play Blessing of the Spellbound to add a die.
Close location: Wisdom 10: 1d10 + 1d10 + 4 + 1d4 ⇒ (9) + (4) + 4 + (3) = 20

Altar is closed. End turn, reset hand. No cards to examine for end of adventure power.

Zarlova wrote:

Hand: Blessing of the Spellbound, Shield Cloak, Restorative Touch, Blessing of Milani, Bound Lantern Archon, Channel the Gift, Holy Javelin,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [X ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 7
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.
Add 2 ([ ] or 4) to your check to acquire ([ X] or recharge) a spell.


Deck Handler Human Cleric

At the start of Vika's turn, play Channel the gift on Ezren.

Recharge Channel Divine 14: 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Channel the gift is discarded.


New location for Rolling Sphere: 1d5 ⇒ 3 = Gardens 2.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
  • At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Memories of Violence displayed by Hayato
Memories of Violence:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

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

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Monster 2
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Monster 3
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Monster 4
Spoiler:
Mummy Golem
Monster 4

Traits
Construct
Golem
Mummy

Check
Combat
18

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

Monster 5
Spoiler:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

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

Random Barriers:
Barrier 1
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

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

Barrier 2
Spoiler:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

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

Barrier 3
Spoiler:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Barrier 4
Spoiler:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

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

Barrier 5
Spoiler:
Inevitable Trap
Barrier 3

Traits
Trap
Skirmish
Magic
Trigger

Check
Intelligence
Arcane
Knowledge
13
OR
Wisdom
Survival
10

Powers
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

Random Weapons:
Weapon 1
Spoiler:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Weapon 2
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Weapon 3
Spoiler:
Mace of Ruin
Weapon 4

Traits
Mace
Melee
Bludgeoning
Acid
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

Weapon 4
Spoiler:
Spellsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
Arcane
Divine
11

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

Weapon 5
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Random Spells:
Spell 1
Spoiler:
Symbol of Pain
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
9

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

Spell 2
Spoiler:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 3
Spoiler:
Heat Metal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7

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

Spell 4
Spoiler:
Pillar of Life
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

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

Spell 5
Spoiler:
Safety Bubble
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

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

Armor 2
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 4
Spoiler:
Alchemist's Shield
Armor 2

Traits
Shield Offhand

Check
Constitution
Fortitude
Craft
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to 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 5
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

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

Random Items:
Item 1
Spoiler:
Healer's Kit
Item B

Traits
Tool
Healing

Check
Wisdom
Survival
Divine
6

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

Item 2
Spoiler:
Smoke Stick
Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

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

Item 3
Spoiler:
Jet of Anubis
Item 4

Traits
Object
Magic
Anubis

Check
Charisma
Diplomacy
Stealth
11

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

Item 4
Spoiler:
Effigy of Maat
Item 2

Traits
Object
Magic
Maat
Trigger

Check
Constitution
Fortitude
Divine
8

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

Item 5
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Random Allies:
Ally 1
Spoiler:
Minnothet
Ally 2

Traits
Human
Shopkeeper

Check
Fortitude
Charisma
Diplomacy
8

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

Ally 2
Spoiler:
Reed Moccasin
Ally 3

Traits
Animal
Elemental
Acid
Poison

Check
Wisdom
Survival
10

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

Ally 3
Spoiler:
Khelru
Ally 1

Traits
Human
Cleric

Check
Knowledge
Divine
Charisma
Diplomacy
9

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

Ally 4
Spoiler:
Sophronia
Ally 4

Traits
Undead
Ghost
Incorporeal

Check
Charisma
Diplomacy
12

Powers
Discard this card to add 2d6 and the Magic trait to a combat check at your location.
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
You may discard a card from the blessing deck to recharge this card instead of discarding it.

Ally 5
Spoiler:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessing 3
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 4
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessing 5
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Turn: 7 Vika/Maelwys0

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Ezren)
Spoiler:
Concordance's Favor
Favor 4

Traits

Check

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

Blessings Deck Card 2 (Turn 9 Hayato)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 3 (Turn 10 Radovan)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 4 (Turn 11 Zarlova)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 5 (Turn 12 Vika)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 6 (Turn 13 Ezren)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 7 (Turn 14 Hayato)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 8 (Turn 15 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 16 Zarlova)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 17 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 18 Ezren)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 12 (Turn 19 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 15 (Turn 22 Vika)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 16 (Turn 23 Ezren)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 17 (Turn 24 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 25 Radovan)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 19 (Turn 26 Zarlova)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 20 (Turn 27 Vika)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 21 (Turn 28 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 22 (Turn 29 Hayato)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 23 (Turn 30 Radovan)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Altar of Riddles
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Vika, Zarlova,
Notes:

Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons or armors.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Radovan,
Notes: Cultist of Areshkagal

Walled Oasis Card 1:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Walled Oasis Card 2:
Bonestorm
Monster 4

Traits
Undead
Swarm

Check
Combat
17

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

Walled Oasis Card 3:
Userib
Henchman Monster 4

Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 4:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

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

Walled Oasis Card 5:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 6:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Walled Oasis Card 7:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

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

Walled Oasis Card 8:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

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

Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato,

Garden of Symmetry Card 1:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry Card 2:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Garden of Symmetry Card 3:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

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

Garden of Symmetry Card 4:
Detonate
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

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

Garden of Symmetry Card 5:
Shock Glaive +1
Weapon 1

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Garden of Symmetry 2
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2
Notes: Rolling Sphere

Garden of Symmetry 2 Card 1:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

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

Garden of Symmetry 2 Card 2:
Rolling Sphere
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.

Garden of Symmetry 2 Card 3:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 2 Card 4:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Garden of Symmetry 2 Card 5:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Garden of Symmetry 2 Card 6:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Garden of Symmetry 2 Card 7:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry 2 Card 8:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Garden of Symmetry 2 Card 9:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Garden of Symmetry 2 Card 10:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 2 Card 11:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Garden of Symmetry 2 Card 12:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Garden of Symmetry 3
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 3 Card 1 - Stoneskin:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Garden of Symmetry 3 Card 2:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Garden of Symmetry 3 Card 3:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 4:
Armor of the Sands
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.

Garden of Symmetry 3 Card 5:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 3 Card 6:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

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

Garden of Symmetry 3 Card 7:
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.

Garden of Symmetry 3 Card 8:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Garden of Symmetry 3 Card 9:
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.

Garden of Symmetry 3 Card 10:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 3 Card 11:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Garden of Symmetry 4
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2

Garden of Symmetry 4 Card 1 - Djinni Quarterstaff:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Garden of Symmetry 4 Card 2:
Lamia Sisters
Henchman Monster 3

Traits
Lamia
Trigger

Check
Combat
14
THEN
Combat
16

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

Garden of Symmetry 4 Card 3:
Blessing of Nethys
Blessing C

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Garden of Symmetry 4 Card 4:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Garden of Symmetry 4 Card 5:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 4 Card 6:
Falcon Crown
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 7:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

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

Garden of Symmetry 4 Card 8:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

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

Garden of Symmetry 4 Card 9:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Garden of Symmetry 4 Card 10:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Garden of Symmetry 4 Card 11:
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.

Garden of Symmetry 5
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Deck Handler // Searching for: (None)

Off turn: Altar of Riddles is closed, and Ezren attempts to recharge Create Mindscape.
Arcane 11: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20 -> Create Mindscape recharged.

At the start of Vika's turn (before her move step), Zarlova uses Channel the Gift (as above) to allow Ezren to search and draw Fly from his deck, shuffling the remainder of his deck.

Before Vika ends her turn: Ezren sets aside Fly, examining the top card of the two unexamined locations with the most cards remaining; Walled Oasis and the Garden of Symmetry 2.
Walled Oasis Card 1: Potion of Energy Resistance
Garden of Symmetry 2 Card 1: Javelin of Lightning
Ezren moves to the Garden of Symmetry with Fly's ability so he's at Hayato's location.
Arcane 10 (Recharge): 1d12 + 6 ⇒ (5) + 6 = 11 -> Fly recharged. Ezren recharges Disable Mechanism to the location power for rolling an odd number.

Ezren plans to move to and explore the Garden of Symmetry 3 on his turn, after de-cursing Hayato.

Ezren wrote:

Hand: Cleric of Nethys, Ukobach, Fire Snake,

Displayed:
Deck: 14 Discard: 1 Buried: 1
Notes: More boons examined, and I'm ready to de-curse Hayato's Memories of Violence personally.
Sideboard cards:


Deck Handler Blessing 3, Ally 3

Turn 7, under the Blessing of the Ancients.
Move to Garden 1

With the altar taken care of, Vika heads out into the mazes to see what she can find. She runs into Hayato in the maze, apparently having gotten turned around. Just then, she spots one of the cultists in the bushes beyond him, and charges at it with her mace.

Free Exploration - Card #1: Cultist of Areshkagal.
BYA - Recharge Grappler's Mask to use Melee
BYA - Stealth 8: 1d10 + 7 ⇒ (4) + 7 = 11
Combat - Reveal Pillaging Mace + Reveal Belt of Strength
Check to Defeat - Combat 19: 1d10 + 6 + 1d8 + 1 + 1 ⇒ (1) + 6 + (7) + 1 + 1 = 16
Shirt Reroll the 1
Check to Defeat - Combat 19: 1d10 + 6 + 7 + 1 + 1 ⇒ (6) + 6 + 7 + 1 + 1 = 21
1 odd die mean recharge the Pillaging Mace.
Success on the check means I can examine the top card of the deck and draw it (Card #2: Blessing of Ra).
Recharge the Belt and Gem to close the location.
And my hand is basically all recharged now, so I'll stop there.

The cultist defeated, Vika starts to move towards another section of the garden, hoping to see what else she can find.

Draw 3 and end my turn. Then display the 4-mirror armor at the start of Ezren's turn.

Vika wrote:

Hand: Dwarven Earthbreaker +1, Blessing of Ra, Breakaway Spear, Blessing of Maat,

Displayed: Four-Mirror Armor,
Deck: 14 Discard: 0 Buried: 0
Notes: Use Maat if it's important
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10+4
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10+1
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+1 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.
When you would bury an armor or weapon, you may discard it instead.


Deck Handler // Searching for: (None)

I'd have been tempted to fail the BYA check, reset the hand and take the damage onto armor as you're an expert at doing, and/or recharge the Pillaging Mace to add 1d6+1 to your combat check with it. But it all worked out, so I can't talk! :)

Ezren starts his turn.
Blessing of Horus discarded from the blessings deck.
Ezren encounters the Memories of Violence displayed next to Hayato by starting at his location.

Ezren sets aside Fire Snake to use his Arcane skill in place of his Wisdom skill.
Wisdom/Arcane 8 (Fire Snake): 1d12 + 6 ⇒ (5) + 6 = 11 -> Memories of Violence is defeated and banished, de-cursing Hayato.
Arcane 8 (Recharge): 1d12 + 6 ⇒ (9) + 6 = 15 -> Fire Snake recharged.

Ezren moves to the Garden of Symmetry 3, and takes his free exploration.
Garden of Symmetry 3 Card 1: Stoneskin

Stoneskin:
Spell 1
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Arcane 7: 1d12 + 6 ⇒ (8) + 6 = 14 -> Stoneskin acquired.

Ezren discards Ukobach to draw a card (Glamour) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Garden of Symmetry 3 Card 2: Clinging Venom

Clinging Venom:
Spell B
Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Arcane 7: 1d12 + 6 ⇒ (2) + 6 = 8 -> Clinging Venom acquired.

Ezren discards Cleric of Nethys to examine the top two cards of his location, reorder them and explore.
Garden of Symmetry 3 Card 3: Blessing of the Ancients -> Placed on top.
Garden of Symmetry 3 Card 4: Armor of the Sands -> Placed second-from-top.

Ezren explores to encounter Blessing of the Ancients.

Blessing of the Ancients:
Blessing B
Traits
Divine
Basic

Check
Divine
3

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

Ehh... I'll go for the guaranteed pass, but it's a hard choice. Ezren displays Glamour next to Zarlova to copy her skills.
Divine 3: 1d10 + 7 ⇒ (7) + 7 = 14 -> Blessing of the Ancients acquired. Ezren recharges Clinging Venom to the location power.

Ezren uses his power, recharging Stoneskin to ezplore.
Garden of Symmetry 3 Card 4: Armor of the Sands

Armor of the Sands:
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.

Divine 8: 1d10 + 7 ⇒ (7) + 7 = 14 -> Armor of the Sands acquired. Ezren recharges Blessing of the Ancients to the location power.

Ezren ends his turn, attempting to recharge Glamour. I'd like to get it out of my hand, so Ezren recharges Armor of the Sands to add 1d4 to his Arcane check.
Arcane 8: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (4) = 15 -> Glamour recharged.

Ezren examines the top card of his location deck with the scenario power, naming Weapon.
Garden of Symmetry 3 Card 5: Cultist of Areshkagal (TRIGGER)
Hm... I could intentionally fail, but the hand reset is hardly helpful during the end-of-turn. I'd have liked to have intentionally failed this Trigger by examining it with Cleric of Nethys, but oh well. Using Intelligence.
Intelligence 8: 1d12 + 4 ⇒ (1) + 4 = 5 -> Ah, it happens anyway. Ezren recharges 0 cards (none in hand), resets his hand, then takes damage.

Ezren wrote:
Hand: Game of Afterlife, Advocate's Armor, Wand of Flying, Ice and Fire, Cure, Create Mindscape, Hungering Staff, Chain Lightning,

Combat Damage: 1d6 ⇒ 2 -> Ezren reveals Advocate's Armor to reduce Combat Damage dealt by 2, to 0. (Man that armor is amazing, possibly my favorite Armor in the entire game.)

Cultist of Areshkagal is shuffled back into the location deck from the scenario power.

Ezren resets his hand (though he just did, so nothing happens).
No flavour tonight, sorry.

Ezren wrote:

Hand: Game of Afterlife, Advocate's Armor, Wand of Flying, Ice and Fire, Cure, Create Mindscape, Hungering Staff, Chain Lightning,

Displayed:
Deck: 11 Discard: 3 Buried: 1
Notes: I managed to explore through 4 cards of the Garden with a starting hand of 3 cards; not bad. Also a nice hand reset!

Game of Afterlife is free to de-curse anyone who needs it. Create Mindscape is free to use. Before ending your turn, if there's a few boons left at your location, feel free to have Ezren cast Wand of Flying to examine the top card of your location deck so you know what boon to call! (Feel free to bot any examination, movement and trigger-handling as required)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[ ] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[ ] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
SHIRT REROLL UNUSED


I6 Samurai, Tier 6

Off turn:
Discard BoMaat
Banish awful barrier.

Start of turn:
Flip Concordence's Favor and draw an Ally: Reed Moccasin
Move to Gardens 4.

Explore Gardens 4 card 1: Djinni Quarterstaff Banished.

Discard Reed Moccasin to examine Gardens 4 card 2: Lamia Sisters
BYA: Auto-fail Stealth check and encounter a Forgotten Pharaoh Cultist.

Forgotten Pharaoh Cultists:
Forgotten Pharaoh Cultists
Henchman Monster B

Traits
Veteran
Human
Cultist

Check
Combat
10
OR
Charisma
Diplomacy
7

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


Reveal Tripartite Spear
Combat 10+8=18: 1d10 + 6 + 1d10 + 1d8 + 1 ⇒ (6) + 6 + (7) + (4) + 1 = 24 Defeated.
One odd, so recharge Shock Glaive.
Then explore Lamia Sisters.
[ooc]Reveal Tripartite Spear, +d6 from Reed Moccasin

Combat 14: 1d10 + 6 + 1d8 + 1 + 1d6 ⇒ (2) + 6 + (2) + 1 + (6) = 17
Combat 16: 1d10 + 6 + 1d8 + 1 + 1d6 ⇒ (2) + 6 + (4) + 1 + (5) = 18 Defeated.
Recharge BoGorum for 1 odd roll.
Recharge Earthbreaker and Tripartite Spear to close.

Draw random Item: Healer's Kit

End of turn:
Discard Healer's Kit.
Draw 5 cards.

Hayato wrote:

Skills and Powers:
Skills

STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +1
Survival +1
CHARISMA d6
Diplomacy +1

Powers
Hand Size: 4 ☑5 ☐6
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☑ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (☐ 1d10).
☑ When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile (☑ or recharge the card you played a put a random card from your discard ple on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☐ When you are the only character at your location, add 1 (☐ 2) to your checks.

Favored Card Type Weapon
Weapon 4 ☐ 5 ☐ 6 ☐ 7
Spell -
Armor 2 ☐ 3
Item 3 ☐ 4 ☐ 5
Ally 3 ☑ 4 ☑ 5 ☑ 6
Blessing 3 ☑ 4
Cohort: Jinu

Hand: Breakaway Spear, Staff of Focus, Four-Mirror Armor, Retriever, Warhorse
Displayed: 0
Deck: 18 Discard: 2 Buried: 3
Notes: Shirt reroll used in 4D. 1/3 die bumps remaining.
Use blessing(s) or Jinfu as needed.


During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario:

  • When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
  • Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
  • At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Monster 2
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Monster 3
Spoiler:
Guecubu
Monster 3

Traits
Undead

Check
Combat
15

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

Monster 4
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

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

Monster 5
Spoiler:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

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

Random Barriers:
Barrier 1
Spoiler:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

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

Barrier 2
Spoiler:
The First Law
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.

Barrier 3
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Barrier 4
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 5
Spoiler:
Hepsushep
Barrier 2

Traits
Obstacle
Lamia
Elite

Check
Stealth
Charisma
Diplomacy
8
OR
Combat
15

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

Random Weapons:
Weapon 1
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Weapon 2
Spoiler:
Greatclub +1
Weapon 2

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
8

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

Weapon 3
Spoiler:
Shattertouch Shotel +2
Weapon 4

Traits
Scythe
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
Wisdom
Dexterity
12

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

Weapon 4
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

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

Weapon 5
Spoiler:
Spellsword +2
Weapon 4

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
Arcane
Divine
11

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

Random Spells:
Spell 1
Spoiler:
Safety Bubble
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

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

Spell 3
Spoiler:
Sands of Time
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 4
Spoiler:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 5
Spoiler:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

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

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

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Armor 2
Spoiler:
Mistmail
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8

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

Armor 3
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Armor 4
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

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

Armor 5
Spoiler:
Steel Ibis Lamellar
Armor 4

Traits
Light Armor
Magic

Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10

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

Random Items:
Item 1
Spoiler:
Djinn Favor Amulet
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 2
Spoiler:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

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

Item 3
Spoiler:
Knot of Isis
Item 3

Traits
Object
Magic
Trigger

Check
Intelligence
Arcane
11

Powers
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.

Item 4
Spoiler:
Brilliance of Ra
Item B

Traits
Object
Magic
Ra
Trigger

Check
Strength
Knowledge
Divine
5

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

Item 5
Spoiler:
Sunrod
Item 4

Traits
Staff
Attack
Alchemical

Check
Strength
Melee
10
OR
Intelligence
Craft
12

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

Random Allies:
Ally 1
Spoiler:
Clockwork Menial
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
Spoiler:
Maftet Hunter
Ally 4

Traits
Sphinx
Maftet

Check
Charisma
Diplomacy
11

Powers
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

Ally 3
Spoiler:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Pard
Ally C

Traits
Animal

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10

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

Ally 5
Spoiler:
Terhk Fourwinds
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Turn: 10 Radovan/huntsfromshadow

Top of Blessing Discard Pile: Blessing of Horus

Top Blessing:
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: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Zarlova)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 2 (Turn 12 Vika)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 13 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 4 (Turn 14 Hayato)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 16 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 17 Vika)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 8 (Turn 18 Ezren)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

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

Blessings Deck Card 9 (Turn 19 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 20 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 21 Zarlova)
Spoiler:
Blessing of Osiris
Blessing 4

Traits
Divine
Osiris
Healing

Check
Divine
8

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

Blessings Deck Card 12 (Turn 22 Vika)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 23 Ezren)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

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

Blessings Deck Card 14 (Turn 24 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 15 (Turn 25 Radovan)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 26 Zarlova)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 17 (Turn 27 Vika)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 18 (Turn 28 Ezren)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 19 (Turn 29 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 30 Radovan)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Altar of Riddles
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova,
Notes:

Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons or armors.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Radovan,
Notes: Cultist of Areshkagal

Walled Oasis Card 1 - Potion of Energy Resistance:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Walled Oasis Card 2:
Bonestorm
Monster 4

Traits
Undead
Swarm

Check
Combat
17

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

Walled Oasis Card 3:
Userib
Henchman Monster 4

Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 4:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

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

Walled Oasis Card 5:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Walled Oasis Card 6:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Walled Oasis Card 7:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

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

Walled Oasis Card 8:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

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

Garden of Symmetry
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Vika,

Garden of Symmetry 2
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:2
Notes: Rolling Sphere

Garden of Symmetry 2 Card 1 - Javelin of Lightning:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

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

Garden of Symmetry 2 Card 2:
Rolling Sphere
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.

Garden of Symmetry 2 Card 3:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 2 Card 4:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Garden of Symmetry 2 Card 5:
Eruption
Spell 4

Traits
Magic
Arcane
Divine
Attack
Electricity
Fire

Check
Intelligence
Arcane
Wisdom
Divine
11

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

Garden of Symmetry 2 Card 6:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Garden of Symmetry 2 Card 7:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

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

Garden of Symmetry 2 Card 8:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Garden of Symmetry 2 Card 9:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
12

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

Garden of Symmetry 2 Card 10:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 2 Card 11:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Garden of Symmetry 2 Card 12:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Garden of Symmetry 3
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Ezren
Notes: Cultist of Areshkagal

Garden of Symmetry 3 Card 1:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Garden of Symmetry 3 Card 2:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

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

Garden of Symmetry 3 Card 3:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Garden of Symmetry 3 Card 4:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

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

Garden of Symmetry 3 Card 5:
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.

Garden of Symmetry 3 Card 6:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Garden of Symmetry 3 Card 7:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Garden of Symmetry 4
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hayato,

Garden of Symmetry 5
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Grand Lodge

Deck Handler

Turn 10
Blessing of Horus

Start of Turn
Reveal Eando Kline and recharge Sacred Candle to examine top card of location deck. I know what it is so moving on.
I then recharge my wayfinder.

Explore Walled Oasis #1 -> Potion of Energy Resistance
Int 4: 1d6 ⇒ 1 -> Failed

Discard Rodrick to draw Blessing of the Elements.
Discard Eando Kline to explore Walled Oasis #2 -> Banestorm

Class gives 1d6 + 1d12 as no weapon being used.
Norge gives +1 Fire
Recharge Blessing of Elements for 1d8
Recharge Old Salt for +4
Combat 17: 1d8 + 2 + 1d6 + 1d12 + 1 + 1d8 + 4 ⇒ (2) + 2 + (5) + (8) + 1 + (2) + 4 = 24 -> Defeated and defeated by over 4 so it's gone.

End of Turn
Adv Mechanics -> Choose Ally
Examine Walled Oasis #3 -> Userib

Examine mechanic
No way to make arcane check.
Recharge 1d6 Cards: 1d6 ⇒ 1
Recharge Blessing of the Starsong
Reset Hand Draw -> Shy Ratini, Thieves' Tools, Alaeron, Blessing of the Starsong 1, Blessing of the Elements 2
Non Reducible Mental Damage 1d4: 1d4 ⇒ 1
Discard Bloodbound Hat
As I took damage Display monster card #1 next to Norge -> Geniekin (B)

My Reset Hand Phase
Draw -> Majordomo

Radovan wrote:

Hand: Blessing of the Elements 2, Majordomo, Shy Ratini, Thieves' Tools, Alaeron, Blessing of the Starsong 1,

Displayed: Quang, Norge, Fell Viridio, Geniekin (B),
Deck: 10 Discard: 3 Buried: 1
Notes: Shirt Reroll for 4-3 NOT used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [ ]+4
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 [X] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms) ( [ X ] or 3 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 ( [X] 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([ ] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
[ ] When a character at your location would encounter a monster, you may bury a crd displayed next to a displayed devil form to encounter it instead.
[ ] When a monster encountered by a character at your location is undefeated ([ ] or when you defeat a monster), display a monster from the box next to a displayed devil form.


Devil Form - Norge:

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.

Devil From - Quang:

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.

Devil From - Fell Viridio:

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.


Deck Handler Human Cleric

Turn 11: Blessing of Ra

Move: Garden of Symmetry 2

Seeing the enemy has been pinned down, Zarlova moves to cover any possible escape routes.

Skip free explore.

End turn, reset hand. Scenario rule, choose weapon and draw Javelin of Lightning into hand. Discard Wand of Detect Magic, Shield Cloak.

Zarlova wrote:

Hand: Blessing of Nethys, Javelin of Lightning, Restorative Touch, Blessing of Milani, Bound Lantern Archon, Holy Javelin,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Reroll used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [X ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 7
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.
Add 2 ([ ] or 4) to your check to acquire ([ X] or recharge) a spell.


Deck Handler Blessing 3, Ally 3

Turn 12, under the Blessing of the Elements.
Move to Garden 3.
Choose not to explore.
Call blessing and examine the top card of the deck, Cultist.
Trigger - Wisdom 8: 1d8 ⇒ 1 - Recharge Blessing of Ra
Recharge: 1d4 ⇒ 1 - Recharge Blessing of Maat. Reset hand. Recharge 4-Mirror Armor to prevent damage.
Stand ready to recharge 2 weapons as soon as somebody fights the villain. (so my Blessings are fair game if you need them)

Vika wrote:

Hand: Dwarven Earthbreaker +1, Breakaway Spear, Blessing of Maat, Greatclub, Kabuto Helmet,

Displayed: Four-Mirror Armor,
Deck: 13 Discard: 0 Buried: 0
Notes: Use Maat if it's important.
Shirt rerol is used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10+4
Craft: Strength +1
Melee: Strength +2
Dexterity d6
Disable: Dexterity +2
Constitution d10+1
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+1 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.
When you would bury an armor or weapon, you may discard it instead.


Deck Handler // Searching for: (None)

Sorry about messing up my blessing discard and that the henchmen was not shuffled back during my last turn. Not my finest scenario, clearly.

The Maftet fought off, for now, Ezren resumes his flying across the ruins, examining them for more clues or knowledge that could help piece together how Koth'Vaul fits into the occurrences around here. In the process, he flies between several of his allies, coordinating their efforts and giving some magical assistance where possible, in the process picking up scant pieces of eldritch knowledge, as well as some old enchanted garb of curious design.

The others fight their way through more of the Maftet - several that Ezren has tried to avoid crossing paths with, given their frightening combat prowess and powers of flight - and manage to disperse the majority of the semi-feral tribe, except for one. Radovan points out where the last troubling Maftet led after striking him with a mental attack, and his description paints the Maftet as the same one that got into a sorcerous duel with Ezren when he first entered the ruins. This will be a problem...

Ezren starts his turn.
Blessing of the Elements discarded from the Blessings Deck.
Ezren moves to the Walled Oasis. Ezren displays Create Mindscape at the Walled Oasis.

Ezren recharges Advocate's Armor to draw Cleric of Nethys from his discard pile. (Best armor ever!)

Ezren takes his free exploration.
Walled Oasis Card 3: Userib (VILLAIN)

Userib:
Henchman Monster 4
Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Userib is treated as a Villain from the scenario rule. Zarlova and Vika temp-close their locations, as stated in Hangouts.
Userib Difficulty Increase (Scenario Power): 1d4 + 5 ⇒ (2) + 5 = 7 -> Difficulty to defeat Userib is increased 7.
Ezren auto-passes the Arcane 7 check, and there's no dice-related penalties at this location.
Ezren displays Chain Lightning for combat. Create Mindscape adds 1d4.
Zarlova and Vika both discard a blessing to add a die each.

Combat 22 (Arcane): 3d12 + 6 + 3d6 + 1d4 ⇒ (6, 10, 5) + 6 + (6, 6, 2) + (3) = 44 -> First combat check passed. Ezren uses the same result for his second combat check with Chain Lightning's power, so Userib defeated and cannot escape.

Ezren takes Fire damage (as does Radovan, but he's immune), but it doesn't matter; Scenario over - w win!

Ezren prepares himself; setting up a magical zone around him; enforcing his will and thoughts on the area around him, multiplying his perceptions and refining his control over his spells. As before, this section of the ruins seems to repel the Mana Wastes manic effects on magic, allowing Ezren to prepare his most powerful sorceries as he flies further in to track down the Maftet coordinating the attacks.

And he finds it. Userib fights back with sorcery of its own, but Ezren's wards hold firm and he releases a charged chain lightning spell, overpowering the Maftet's own defenses and blasting it against a nearby wall. Ezren releases the spell, the Maftet crawling up; wounded. As Ezren is about to finish it off, the Maftet gurgles out a curse, and its body suddenly explodes in a pillar of flame that washes across the ruins. Ezren tries to prepare a ward, but before he can finish it he finds himself tackled to the floor by Radovan, dragging the wizard into cover as the fire washes harmlessly over the pitborn as his skin suddenly shifts into the devilish form of Norge, protecting them both from the heat and cinders.

Hand update.

Ezren wrote:

Hand: Game of Afterlife, Cleric of Nethys, Wand of Flying, Ice and Fire, Cure, Hungering Staff,

Displayed: Create Mindscape, Chain Lightning,
Deck: 12 Discard: 2 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[ ] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[ ] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
SHIRT REROLL UNUSED

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