[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.


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Deck Handler Blessing 3, Ally 3

Turn 7, under the Blessing of the Ancients

Banish Vision to examine the entire deck, encountering any Triggers or Undead.
Eternal Arena Card 1: Plasma Ooze
Eternal Arena Card 2: Tabe's Last Jest
Eternal Arena Card 3: Rukh
Eternal Arena Card 4: Guardian Thunderbirds
Eternal Arena Card 5: Fire Gecko
Eternal Arena Card 6: Desert Trapper
Eternal Arena Card 7: Corrosion
Eternal Arena Card 8: Mistmail
Wow... not a single trigger OR undead. This game is really doing everything it can to slow me down. :-p

Free Exploration - Card #1: Plasma Ooze
BYA - Discard Chakram to ignore the BYA power (recharge Dwarven Earthbreaker instead of discarding)
Take it on barehanded, with help from the Cannonade (and Xandhul)
Check to Defeat - Combat 20: 1d10 + 6 + 1d6 ⇒ (10) + 6 + (2) = 18 - Failed and would take damage, Xandhul to the rescue again.
Check to Defeat - Combat 20: 18 + 1d8 + 1 ⇒ 18 + (5) + 1 = 24 - Defeated

No more explores currently in hand, and a bunch of automatic elemental damage coming (so I don't want to get rid of my armor that I finally drew). So... draw one to reset my hand and I'm done.

Vika wrote:

Hand: Pillaging Mace, Chakram of Ruin, Ring of Stony Flesh, Reflecting Buckler, Rhino Hide Armor, Blessing of the Drunken Hero,

Displayed: Xandhul Bloodsbane III,
Deck: 12 Discard: 3 Buried: 1
Notes: +2 to acquire Weapons and Armor 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+3
Fortitude: Constitution +1
Intelligence d4
Wisdom d8
Charisma d4

Favored Card Type: Weapon
Hand Size 6
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 (or another card of the same type in your discard pile) instead.
When you would bury an armor or weapon, you may discard it instead.
Add 2 to any check to acquire a weapon or armor by another character at your location.


Deck Handler // Searching for: (None)

Off turn: Ezren takes 1d4 Fire Damage from the Usij Ghul.
Fire Damage: 1d4 ⇒ 1 -> Ezren discards Eruption to damage.

RETCON: Ezren previously used Disable Mechanism to support Vika, and he neglected to bury it to the Ruined Temple's effect. It's now buried instead of recharged.

No flavor today.

=====================================

Ezren starts his turn.
Blessing of the Elements discarded from the Blessings Deck.
Ezren stays at the Ruined Temple, then takes his free exploration.

Ruined Temple Card 1: Hippopotamus Mud Elemental

Hippopotamus Mud Elemental:

Ally 6
Traits
Elemental
Acid

Check
Wisdom
Survival
14

Powers
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check by a character at your location that invokes the Acid or Bludgeoning trait.
Discard this card to explore your location. Add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration.

I'm so glad that Glamour doesn't have the Divine trait, as an Arcane-only spell...
Ezren displays Glamour next to Zarlova, gaining her skills.
Requesting that Vika discard Blessing of the Drunken Hero to add a bonus die.

Wisdom 14: 2d10 + 4 ⇒ (3, 9) + 4 = 16 -> Hippopotamus Mud Elemental acquired.

Ezren uses his power, recharging Spite Cloud to ezplore.
Ruined Temple Card 2: Shocking Chest

Shocking Chest:

Barrier 4
Traits
Cache
Lock
Trap

Check
Dexterity
Disable
12
OR
Strength
15

Powers
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

Well I've no way of dealing with this with either my own or Zarlova's skills, so this is going to hurt.
Dexterity 12: 1d4 ⇒ 2 -> Ezren and Hayato take 1d4 Electricity damage, and Ezren chooses to banish the Shocking chest.
Electricity Damage: 1d4 ⇒ 4 -> Ezren places Hippopotamus Mud Elemental on top of his deck to reduce the Electricity damage taken by 4, to 0.

Ezren uses his power, recharging Canopic Conversion to ezplore.
Ruined Temple Card 3: Blessing of Isis

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.

With Zarlova's Divine skill, Ezren automatically acquires Blessing of Isis.

Ezren ends his exploration step, and buries Blessing of the Elements to close the (literally) God-forsaken Ruined Temple
Ezren draws Random Blessing #1: Blessing of the Elements from the box, from closing the Ruined Temple.

Ezren ends his turn, attempting to recharge Glamour...
Arcane 8 (Recharge): 1d12 + 6 ⇒ (6) + 6 = 12 -> Glamour recharged.
Ezren attempts to keep Arcane Cannonade displayed, discarding Blessing of Isis to add 2 dice to his Intelligence check to do so.
Arcane 15 (Recharge): 3d12 + 6 ⇒ (11, 4, 12) + 6 = 33 -> Arcane Cannonade remains displayed.
Ezren recharges Mythopoeic Sphinx and Hungering Staff to the Mythopoeic Sphinx's power.
Ezren resets his hand.

Ezren wrote:

Hand: Blessing of the Elements 2, Hippopotamus Mud Elemental, Ukobach, Steal Soul, Fire Snake, Bound Lantern Archon, Game of Afterlife, Advocate's Armor,

Displayed: Varanthe the Paralyzer, Arcane Cannonade, Glamour,
Deck: 11 Discard: 2 Buried: 4
Notes: See below.

After resetting his hand, Ezren searches his deck to draw Canopic Conversion from the power of the Mythopoeic Sphinx. Recharge pile cleared.

Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.
Ezren draws Sand Elemental into his hand, then places Hungering Staff on top of his deck and Spite Cloud second from the top.
Arcane 10 (Recharge): 1d12 + 6 ⇒ (9) + 6 = 15 -> Bound Lantern Archon recharged.

Ezren wrote:

Hand: Blessing of the Elements 2, Hippopotamus Mud Elemental, Ukobach, Steal Soul, Fire Snake, Game of Afterlife, Advocate's Armor, Canopic Conversion, Sand Elemental,

Displayed: Varanthe the Paralyzer, Arcane Cannonade,
Deck: 11 Discard: 2 Buried: 4
Notes: Ezren's Game of Afterlife is free to use for a de-curse.
Ezren's Sand Elemental is free to use to protect a player from Fire or Cold damage.

Arcane Cannonade is displayed, and I will attempt to keep it that way. All combat checks get a bonus +1d6 whilst it remains displayed.

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 [X] +2 [X] +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 ([X] 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).
[X] 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: 4
SHIRT REROLL USED

Vika discarded her Blessing of the Drunken Hero (if she'd strongly rather not, then Radovan may discard his blessing instead).
Hayato must take 1d4 Electricity damage, from Ezren failing to overkill (or even defeat) the Shocking Chest.


During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonaded displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

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

    Monster 3
    Spoiler:
    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:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Monster 5
    Spoiler:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Barrier 2
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Barrier 3
    Spoiler:
    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:
    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 5
    Spoiler:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

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

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

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 2
    Spoiler:
    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 3
    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 4
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

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

    Weapon 5
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    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:
    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 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:
    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:
    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 2
    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.

    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:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

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

    Armor 5
    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.

    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:
    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.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Item 3
    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.

    Item 4
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Item 5
    Spoiler:
    Scarab of Khepri
    Item 6

    Traits
    Object
    Magic
    Khepri

    Check
    Wisdom
    Survival
    10

    Powers
    Reveal this card to add a die to your checks against a card that has the Animal trait.
    Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    Random Allies:
    Ally 1
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

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

    Ally 2
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    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 5
    Spoiler:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

    Random Blessings:
    Blessing 1
    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 2
    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 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 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 Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Turn: 9 Hayato/MorkXII

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Radovan)
    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 11 Zarlova)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 12 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 4 (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 5 (Turn 14 Hayato)
    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 15 Radovan)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 7 (Turn 16 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 8 (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 9 (Turn 18 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 10 (Turn 19 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 11 (Turn 20 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 12 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 13 (Turn 22 Vika)
    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 14 (Turn 23 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 15 (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 16 (Turn 25 Radovan)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 17 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 18 (Turn 27 Vika)
    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 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 20 (Turn 29 Hayato)
    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 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:8 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    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.

    Five-Pointed Sun 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.

    Five-Pointed Sun Card 3:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

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

    Five-Pointed Sun Card 4:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Five-Pointed Sun Card 5:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Five-Pointed Sun Card 6:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Five-Pointed Sun Card 7:
    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.

    Five-Pointed Sun Card 8:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 9:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury 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: Radovan
    Notes:

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:1 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Notes: Thundercloud of Set

    Hall of Winged Chaos Card 1:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Hall of Winged Chaos Card 2:
    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.

    Hall of Winged Chaos Card 3:
    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.

    Hall of Winged Chaos Card 4:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Hall of Winged Chaos Card 5:
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Hall of Winged Chaos Card 8:
    Thundercloud of Set
    Henchman Monster 6

    Traits
    Elemental
    Electricity

    Check
    Combat
    21

    Powers
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Winged Chaos Card 9:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:0 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:0
    Located here: Zarlova,
    Notes: Shendakut

    Hall of the Crocodile Kings Card 1:
    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.

    Hall of the Crocodile Kings Card 2:
    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.

    Hall of the Crocodile Kings Card 3:
    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.

    Hall of the Crocodile Kings Card 4:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

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

    Hall of the Crocodile Kings Card 5:
    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.

    Hall of the Crocodile Kings Card 6:
    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.

    Hall of the Crocodile Kings Card 7:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:3 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:0
    Located here: Vika
    Notes: Brass Golem

    Eternal Arena Card 1 - Tabe's Last Jest:
    Tabe's Last Jest
    Barrier 6

    Traits
    Curse
    Lock
    Acid

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    15

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

    Eternal Arena Card 2 - Rukh:
    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.

    Eternal Arena Card 3 - Guardian Thunderbirds:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

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

    Eternal Arena Card 4 - Fire Gecko:
    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.

    Eternal Arena Card 5 - Desert Trapper:
    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.

    Eternal Arena Card 6 - Corrosion:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Eternal Arena Card 7 - Mistmail:
    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.

    Ruined Temple
    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, Hayato
    Notes: Usij Ghul

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

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    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.

    Guardian Vault 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.

    Guardian Vault Card 4:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Guardian Vault Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Guardian Vault Card 8:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 9:
    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.


  • I6 Samurai, Tier 6

    Electricity damage: 1d4 ⇒ 2 Topdeck Ring of Stony Flesh to block.


    I6 Samurai, Tier 6

    Hayato moves to the Five Pointed Sun, prepared for a nearly endless wave of monsters.

    Explore 5PS 1: Rukh
    Reveal Frost Lance +2.
    Combat 13+4=17: 1d10 + 6 + 1d10 + 1d8 + 2 ⇒ (7) + 6 + (7) + (6) + 2 = 28
    Reveal Frost Lance +2.
    Combat 13+4=17: 1d10 + 6 + 1d8 + 2 ⇒ (9) + 6 + (2) + 2 = 19 Defeated.

    Recharge Grappler's Mask to recharge Jorgenfist Spear.

    End of turn:
    Cold damage: 1d4 ⇒ 3 Topdeck Jinfu to block 1. Recharge a random card 1d3 ⇒ 3 Hatchetbird to block the other 2 (Mortevia power).
    Discard Frost Lance +2.
    Draw up to 6.

    Hayato wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d6 +2
    Survival +1
    CHARISMA d6 +1
    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 and 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: Jinfu, Frost Lance +2, Ring of Stony Flesh, Sun Falcon Pectoral, Warhorse, Blessing of Maat
    Displayed: Mortevia Strassel
    Deck: 15 Discard: 1 Buried: 4
    Notes: Shirt reroll not used in 4-6B. 3/5 die bumps remaining.
    Use blessing(s) or Jinfu as needed.
    Jinfu:
    Jinfu
    Cohort B

    Traits
    Animal
    Mount
    Owner: Hayato

    Powers
    Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.

    At the start of any turn, put this card on top of your deck to move.

    Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.

    Mortevia Strassel:
    Mortevia Strassel
    Monster/Henchman 6

    Traits
    Undead
    Ghast
    Soldier

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonaded displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Monster 2
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Sard
    Monster 6

    Traits
    Plant
    Electricity
    Poison

    Check
    Combat
    23

    Powers
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    Monster 4
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Monster 5
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 2
    Spoiler:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

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

    Barrier 3
    Spoiler:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Barrier 4
    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 5
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 3
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 4
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 5
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    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:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    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:
    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:
    Foresight
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

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

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Armor 2
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

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

    Armor 3
    Spoiler:
    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 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:
    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.

    Random Items:
    Item 1
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

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

    Item 2
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    Pure Holy Water
    Item 5

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

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

    Item 5
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Qasin
    Ally 2

    Traits
    Outsider
    Psychopomp

    Check
    Charisma
    Diplomacy
    Divine
    10

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

    Ally 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:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

    Ally 4
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

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

    Ally 5
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

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

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

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 2
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 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 Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessing 5
    Spoiler:
    Blessing of 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: 10 Radovan/huntsfromshadow

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Zarlova)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 12 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 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 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 5 (Turn 15 Radovan)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 6 (Turn 16 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 7 (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 8 (Turn 18 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 9 (Turn 19 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 10 (Turn 20 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 11 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 12 (Turn 22 Vika)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 23 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 14 (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 15 (Turn 25 Radovan)
    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 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 17 (Turn 27 Vika)
    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 18 (Turn 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 19 (Turn 29 Hayato)
    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 20 (Turn 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:7 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    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.

    Five-Pointed Sun Card 2:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

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

    Five-Pointed Sun Card 3:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Five-Pointed Sun Card 4:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Five-Pointed Sun Card 5:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Five-Pointed Sun Card 6:
    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.

    Five-Pointed Sun Card 7:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 8:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury 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: Radovan
    Notes:

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:1 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Notes: Thundercloud of Set

    Hall of Winged Chaos Card 1:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Hall of Winged Chaos Card 2:
    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.

    Hall of Winged Chaos Card 3:
    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.

    Hall of Winged Chaos Card 4:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Hall of Winged Chaos Card 5:
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Hall of Winged Chaos Card 8:
    Thundercloud of Set
    Henchman Monster 6

    Traits
    Elemental
    Electricity

    Check
    Combat
    21

    Powers
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Winged Chaos Card 9:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:0 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:0
    Located here: Zarlova,
    Notes: Shendakut

    Hall of the Crocodile Kings Card 1:
    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.

    Hall of the Crocodile Kings Card 2:
    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.

    Hall of the Crocodile Kings Card 3:
    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.

    Hall of the Crocodile Kings Card 4:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

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

    Hall of the Crocodile Kings Card 5:
    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.

    Hall of the Crocodile Kings Card 6:
    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.

    Hall of the Crocodile Kings Card 7:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:3 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:0
    Located here: Vika
    Notes: Brass Golem

    Eternal Arena Card 1 - Tabe's Last Jest:
    Tabe's Last Jest
    Barrier 6

    Traits
    Curse
    Lock
    Acid

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    15

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

    Eternal Arena Card 2 - Rukh:
    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.

    Eternal Arena Card 3 - Guardian Thunderbirds:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

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

    Eternal Arena Card 4 - Fire Gecko:
    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.

    Eternal Arena Card 5 - Desert Trapper:
    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.

    Eternal Arena Card 6 - Corrosion:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Eternal Arena Card 7 - Mistmail:
    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.

    Ruined Temple
    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: Usij Ghul

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

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    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.

    Guardian Vault 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.

    Guardian Vault Card 4:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Guardian Vault Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Guardian Vault Card 8:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 9:
    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.

  • Grand Lodge

    Deck Handler

    Turn 10
    Blessing of the Ancients

    Move to Eternal Arena

    Explore Card #1 -> Tabe's Last Jest
    Bury Earth Ossumental (5) on Quang for 1d6 + 5
    Disable 15: 1d8 + 5 + 1d6 + 5 ⇒ (8) + 5 + (2) + 5 = 20 -> Defeated

    Choose not to draw items.

    Discard Alaeron to explore card #2 -> Rukh

    Quang gives me acrobatics +2 (so base is 1d8 + 5)
    Reveal Meteor hammer to use acrobatics + 1d10 + 3
    Fell gives me +2 poison as hammer is not 2 handed.
    Norge gives me +1 fire as hammer is not 2 handed.
    Class gives +d6 as Meteor hammer is not 2 handed.
    Check dosen't have the ranged or attack trait so +4 on diff.
    Combat 17: 1d8 + 5 + 1d10 + 3 + 2 + 1 + 1d6 ⇒ (1) + 5 + (3) + 3 + 2 + 1 + (6) = 21 -> Defeated

    And given Meteor's hammer ability this check also carries over to the next check. So both checks defeated.

    Defeated Monster Draw Random Monster #1 -> Scarab Swarm (B) put on Fell

    Discard Old Salt to explore again Card #3 -> Guardian Thunderbirds
    Before act mechanic Elec Damage: 1d4 ⇒ 4
    to 1d2 (1 is Radovan, 2 is Vika): 1d2 ⇒ 2

    Vika taking damage lets Radovan display random monster #2 -> Bonecrusher Hunter (B) on Quang

    Quang gives me acrobatics +2 (so base is 1d8 + 5)
    Reveal Meteor hammer to use acrobatics + 1d10 + 3
    Fell gives me +2 poison as hammer is not 2 handed.
    Norge gives me +1 fire as hammer is not 2 handed.
    Class gives +d6 as Meteor hammer is not 2 handed.
    Fell buries Scarab Swarm for 2d6
    Combat 22: 1d8 + 5 + 1d10 + 3 + 2 + 1 + 1d6 + 2d6 ⇒ (7) + 5 + (8) + 3 + 2 + 1 + (6) + (2, 2) = 36 -> Defeated

    "

    Radovan wrote:

    Hand: Meteor Hammer +3, Blessing of the Quartermaster, Red Leathers, Hrym, Blessing of the Starsong 1, Bloodbound Hat,

    Displayed: Quang, Norge, Fell, Hanshepsu (5) (Norge), Bonecrusher Hunter (B) (Quang), Sard (6) (Quang),
    Deck: 11 Discard: 5 Buried: 2
    Notes: Shirt Reroll NOT used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
    Dexterity d8 [X]+1 [X]+2 [X]+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 card displayed next to a displayed devil form to encounter it instead.
    [X] When a monster encountered by a character at your location is undefeated ([X] 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.

    Defeating monster lets radovan draw random monster #3 -> Sard (6) displaying on Quang.

    Draw -> Blessing of the Quartermaster, Red Leathers


    Deck Handler Human Cleric

    Turn 11: Blessing of Nethys

    Free Explore: Inevitable Trap (Wisdom 10)
    Recharge Clockwork owl to add 2d8.

    Wisdom 10: 1d10 + 4 + 2d8 ⇒ (9) + 4 + (4, 5) = 22

    Inevitable trap defeated.

    End turn, reset hand, discard Death's Touch.

    Zarlova wrote:

    Hand: Blessing of Maat, Marionette, Hand of the Honest Man, Cloudburst, Life Lantern, Channel the Gift, Scrying,

    Displayed:
    Deck: 10 Discard: 4 Buried: 1
    Notes: Shirt reroll used for 4-6B
    Sideboard cards:


    Deck Handler Blessing 3, Ally 3

    On Radovan's turn, take 4 Electricity damage. Reveal Reflecting Buckler to reduce damage by 2. Reveal Rhino Hide Armor to reduce damage by 3.

    Turn 12, under the Blessing of the Ancients

    Free Exploration - Card #4: Fire Gecko
    Check to Acquire - Wisdom 4: 1d8 ⇒ 5 - Acquired

    Discard Fire Gecko to explore - Card #5: Desert Trapper
    Reveal Pillaging Mace for combat. +1d4 Fire Gecko. +1d6 Cannonade
    Check to Defeat - Combat 13: 1d10 + 6 + 1d8 + 1 + 1d4 + 1d6 ⇒ (6) + 6 + (7) + 1 + (3) + (6) = 29 - Defeated
    Examine the next card in the location - Card #6: Corrosion. Acquired.

    Discard Blessing of the Drunken Hero to explore - Card #7: Mistmail
    Check to Acquire - Fortitude 7: 2d10 + 4 ⇒ (5, 2) + 4 = 11 - Acquired

    End exploration and attempt to close the empty location. Summon random monster - Scarab Swarm
    Reveal Pillaging MAce for combat. Topdeck Ring of Stony Flesh for +1d6. +1d6 Cannonade.
    Check to Defeat - Combat 18/22: 1d10 + 6 + 1d8 + 1 + 1d6 + 1d6 ⇒ (7) + 6 + (4) + 1 + (5) + (2) = 25 - Defeated, location closed.
    Location Healing: 1d4 - 1 ⇒ (3) - 1 = 2 - Recharge two random cards
    Random Recharge: 1d5 ⇒ 4 - Fire Gecko
    Random Recharge: 1d4 ⇒ 3 - Blessing of the Lord in Iron

    Discard Mistmail and redraw Ring of Stony Flesh to end my turn.

    Vika wrote:

    Hand: Pillaging Mace, Chakram of Ruin, Reflecting Buckler, Rhino Hide Armor, Corrosion, Ring of Stony Flesh,

    Displayed: Xandhul Bloodsbane III,
    Deck: 14 Discard: 4 Buried: 1
    Notes: +2 to acquire Weapons and Armor at my location
    +1 die anywhere against Barriers, Constructs, or Undead (Corrosion)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10+4
    Craft: Strength +1
    Melee: Strength +2
    Dexterity d6
    Disable: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +1
    Intelligence d4
    Wisdom d8
    Charisma d4

    Favored Card Type: Weapon
    Hand Size 6
    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 (or another card of the same type in your discard pile) instead.
    When you would bury an armor or weapon, you may discard it instead.
    Add 2 to any check to acquire a weapon or armor by another character at your location.

    As per chat, Radovan should've discarded his Blessing of the Starsong for Ezren's check last turn around, so he can discard it and draw a replacement card instead


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonade displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shaitan Ghul
    Monster 5

    Traits
    Elemental
    Undead
    Janni

    Check
    Combat
    20

    Powers
    The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Monster 2
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 3
    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 4
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    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 2
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 3
    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 4
    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.

    Barrier 5
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 2
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 3
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 4
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

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

    Weapon 5
    Spoiler:
    Icy Longspear +1
    Weapon C

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 2
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

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

    Spell 3
    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 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:
    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.

    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:
    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.

    Armor 3
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Armor 4
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

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

    Armor 5
    Spoiler:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

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

    Random Items:
    Item 1
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    11

    Powers
    Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.

    Item 2
    Spoiler:
    Ring of Energy Resistance
    Item 6

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Item 3
    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 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.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Item 5
    Spoiler:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    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:
    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 3
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

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

    Ally 5
    Spoiler:
    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.

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

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessing 2
    Spoiler:
    Blessing of 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 3
    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 4
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 5
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Turn: 13 Ezren/Yewstance

    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: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Hayato)
    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 2 (Turn 15 Radovan)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 3 (Turn 16 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 4 (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 5 (Turn 18 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 6 (Turn 19 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 7 (Turn 20 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 8 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 9 (Turn 22 Vika)
    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 10 (Turn 23 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 11 (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 12 (Turn 25 Radovan)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

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

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 14 (Turn 27 Vika)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 15 (Turn 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 16 (Turn 29 Hayato)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 17 (Turn 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:7 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    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.

    Five-Pointed Sun Card 2:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

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

    Five-Pointed Sun Card 3:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Five-Pointed Sun Card 4:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Five-Pointed Sun Card 5:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Five-Pointed Sun Card 6:
    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.

    Five-Pointed Sun Card 7:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 8:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:1 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Notes: Thundercloud of Set

    Hall of Winged Chaos Card 1:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Hall of Winged Chaos Card 2:
    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.

    Hall of Winged Chaos Card 3:
    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.

    Hall of Winged Chaos Card 4:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Hall of Winged Chaos Card 5:
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Hall of Winged Chaos Card 8:
    Thundercloud of Set
    Henchman Monster 6

    Traits
    Elemental
    Electricity

    Check
    Combat
    21

    Powers
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Winged Chaos Card 9:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:0 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:0
    Located here: Zarlova,
    Notes:

    Hall of the Crocodile Kings Card 1:
    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.

    Hall of the Crocodile Kings Card 2:
    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.

    Hall of the Crocodile Kings Card 3:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

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

    Hall of the Crocodile Kings Card 4:
    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.

    Hall of the Crocodile Kings Card 5:
    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.

    Hall of the Crocodile Kings Card 6:
    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.

    Eternal Arena
    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, Radovan
    Notes:

    Ruined Temple
    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:

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

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    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.

    Guardian Vault 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.

    Guardian Vault Card 4:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Guardian Vault Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Guardian Vault Card 8:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 9:
    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.


  • Deck Handler // Searching for: (None)

    Nice turns. I love seeing the Pillaging Mace and Meteor Hammer work wonders - two examples of top-quality weapons introduced in the Ultimate decks.

    Ezren starts his turn.
    Blessing of the Elements discarded from the Blessings Deck.
    Ezren moves to the Hall of Winged Chaos, then takes his free exploration.

    Hall of Winged Chaos Card 1: Polymorph Gas

    Polymorph Gas:

    Barrier 6
    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Ezren recharges Blessing of the Elements to add a die.
    Intelligence 14: 2d12 + 4 ⇒ (6, 12) + 4 = 22 -> Polymorph Gas defeated.

    Ezren discards Ukobach to draw a card (Hungering Staff) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Hall of Winged Chaos Card 2: Staff of Revelations

    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.

    Arcane 10: 1d12 + 6 ⇒ (9) + 6 = 15 -> Staff of Revelations acquired.

    Ezren discards Ukobach to draw a card (Spite Cloud) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Hall of Winged Chaos Card 3: Grave Goods

    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.

    Ezren displays Fire Snake with his power to use his Arcane skill in place of his Disable skill. Ukobach adds 1
    Disable/Arcane 10 (Fire Snake): 1d12 + 6 + 1 ⇒ (8) + 6 + 1 = 15 -> Grave Goods defeated.
    Ezren chooses to draw Random Spell #1: Toxic Cloud
    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.

    Ezren uses his power, recharging Toxic Cloud to ezplore.
    Hall of Winged Chaos Card 4: Bloodroot Poison

    Bloodroot Poison:

    Item 3
    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Intelligence 9: 1d12 + 4 ⇒ (2) + 4 = 6 -> Failed. Bloodroot Poison banished.

    Ezren discards Hippopotamus Mud Elemental to explore his location.
    Hall of Winged Chaos Card 5: Khelru

    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.

    Knowledge 9: 1d12 + 5 ⇒ (2) + 5 = 7 -> Hm. Ezren sets aside Game of Afterlife to reroll his 1d12.
    Knowledge 9: 1d12 + 5 ⇒ (3) + 5 = 8 -> Ugh! Requesting that Hayato discard Blessing of Maat to bump Ezren's result up to 11 so he passes, so we don't lose a turn to this. Khelru acquired.
    Intelligence 8 (Recharge): 1d12 + 4 ⇒ (6) + 4 = 10 -> Game of Afterlife recharged.

    Ezren uses his power, recharging Spite Cloud to ezplore.
    Hall of Winged Chaos Card 6: Blessing of Abadar

    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.

    Ugh, where's the henchman? Ezren automatically fails the check to acquire. Blessing of Abadar banished.

    I'm running out of steam... man, Glamour would've been invaluable this turn, I wish I'd searched it out rather than Canopic Conversion.
    Ezren uses his power, recharging Steal Soul to ezplore.
    Hall of Winged Chaos Card 7: Curse of the Netheshuun

    Curse of the Netheshuun:

    Barrier 6
    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Still no henchman, ugh... And yet another card that Glamour would've been invaluable for.
    Not quite worth burying an ally to evade with Varanthe, since with the scenario power preventing movement I'd still likely have to fight it myself, so lets see what we can do.
    Ezren takes the Wisdom check to defeat, and recharges Canopic Conversion to his power (as the bane invokes Cold and Electricity) to add a die.
    Ezren requests that Radovan recharge Blessing of the Quartermaster to add a die.

    Wisdom 16: 3d8 + 3 ⇒ (6, 7, 3) + 3 = 19 -> Curse of the Netheshuun defeated.

    Ezren reveals Khelru to heal himself 1d4+1 cards.
    Khelru: 1d4 ⇒ 3 -> Ezren shuffles 3 random cards (Ukobach, Eruption, Hippopotamus Mud Elemental) from his discard pile into his deck. Recharged pile cleared.
    Khelru discarded.

    Ezren ends his turn, automatically recharging his displayed Fire Snake with his power, and attempts to keep Arcane Cannonade displayed.
    Arcane 15 (Arcane Cannonade): 1d12 + 6 ⇒ (12) + 6 = 18 -> Nice! Arcane Cannonade remains displayed.
    Ezren resets his hand, choosing to discard Staff of Revelations.

    Ezren wrote:

    Hand: Hungering Staff, Sand Elemental, Mythopoeic Sphinx, Hippopotamus Mud Elemental, Blessing of the Elements 2, Spite Cloud, Canopic Conversion, Steal Soul,

    Displayed: Varanthe the Paralyzer, Arcane Cannonade,
    Deck: 14 Discard: 3 Buried: 4
    Notes: A frustrating turn; no monsters to Canopic Conversion or Steal Soul off of, a bunch of Wisdom/Divine/Craft checks that would've been so much easier with Glamour, and no sign of the Henchman despite exploring 7 times. But productive.

    Ezren's Blessing of the Elements is free to use.
    Ezren's Sand Elemental is free to use to protect a player from Fire or Cold damage.

    Arcane Cannonade is displayed, and I will attempt to keep it that way. All combat checks get a bonus +1d6 whilst it remains displayed.

    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 [X] +2 [X] +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 ([X] 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).
    [X] 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: 4
    SHIRT REROLL USED

    Hayato discarded Blessing of Maat.
    Radovan recharged Blessing of the Quartermaster. (A reminder to also discard and redraw Blessing of the Starsong)


    I6 Samurai, Tier 6

    Off turn:
    Discard BoMaat.

    Explore 5PS 1: Bonestorm
    Reveal Frost Lance +2, reveal mount (Warhorse) for +d8+2, +d6 from Arcane Cannonade
    Combat 17/21/23: 1d10 + 6 + 1d10 + 1d8 + 2 + 1d8 + 2 + 1d6 ⇒ (1) + 6 + (7) + (6) + 2 + (8) + 2 + (2) = 34 Defeated, no ill effects.

    Recharge Sun Falcon Pectoral to explore 5PS 2: Furies of the Drowned Desert
    BYA Str 9: 1d10 + 4 ⇒ (8) + 4 = 12 Success.
    Reveal Frost Lance +2, topdeck Ring of Stony Flesh to add +d6+Bludgeoning, +d6 from Arcane Cannonade
    Combat 21: 1d10 + 6 + 1d8 + 2 + 1d6 + 1d6 ⇒ (6) + 6 + (5) + 2 + (5) + (2) = 26 Defeated.

    Recharge Warhorse to topdeck: Frost Lance +2 and explore 5PS 3: Ecorche
    Discard Frost Lance +2 for +d8+2+2d8+Cold, +d6 from Arcane Cannonade, +d10 from Warhorse (first combat of turn)
    Combat 20/26: 1d10 + 6 + 1d10 + 1d8 + 2 + 2d8 + 1d6 ⇒ (9) + 6 + (5) + (1) + 2 + (3, 5) + (3) = 34 Defeated, no scourge.

    End of turn:
    Cold damage: 1d4 ⇒ 3. Topdeck Jinfu to recharge: Frost Lance +2 and block 1 Cold damage. Nothing left in hand for the other 2.
    Draw up to 6.

    Hayato wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d6 +2
    Survival +1
    CHARISMA d6 +1
    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 and 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: Jinfu, Dwarven Earthbreaker +1, Frost Lance +2, Four-Mirror Armor, Ring of Stony Flesh, Blessing of the Oathkeeper
    Displayed: Mortevia Strassel
    Deck: 15 Discard: 1 Buried: 4
    Notes: Shirt reroll not used in 4-6B. 3/5 die bumps remaining.
    Use blessing(s) or Jinfu as needed.
    Jinfu:
    Jinfu
    Cohort B

    Traits
    Animal
    Mount
    Owner: Hayato

    Powers
    Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.

    At the start of any turn, put this card on top of your deck to move.

    Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.

    Mortevia Strassel:
    Mortevia Strassel
    Monster/Henchman 6

    Traits
    Undead
    Ghast
    Soldier

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonade displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 2
    Spoiler:
    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:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Monster 4
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

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

    Barrier 2
    Spoiler:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    Dexterity
    Acrobatics
    12

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

    Barrier 3
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 4
    Spoiler:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

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

    Barrier 5
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Random Weapons:
    Weapon 1
    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 2
    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 3
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 4
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 5
    Spoiler:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

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

    Spell 3
    Spoiler:
    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 4
    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 5
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Random Armors:
    Armor 1
    Spoiler:
    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 2
    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 3
    Spoiler:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

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

    Armor 4
    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 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:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    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:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 4
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Item 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:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

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

    Ally 2
    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 3
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

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

    Ally 4
    Spoiler:
    Commander Abdallah
    Ally 3

    Traits
    Human
    Fighter

    Check
    Combat
    11

    Powers
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessing 2
    Spoiler:
    Blessing of the 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 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 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 the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Turn: 15 Radovan/huntsfromshadow

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 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 2 (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 3 (Turn 18 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 19 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 5 (Turn 20 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 6 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 23 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 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 10 (Turn 25 Radovan)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

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

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 12 (Turn 27 Vika)
    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 13 (Turn 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 14 (Turn 29 Hayato)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 15 (Turn 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:4 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Five-Pointed Sun Card 2:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Five-Pointed Sun Card 3:
    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.

    Five-Pointed Sun Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 5:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Ezren,
    Notes: Thundercloud of Set

    Hall of Winged Chaos Card 1:
    Thundercloud of Set
    Henchman Monster 6

    Traits
    Elemental
    Electricity

    Check
    Combat
    21

    Powers
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Winged Chaos Card 2:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:0 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:0
    Located here: Zarlova,
    Notes:

    Hall of the Crocodile Kings Card 1:
    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.

    Hall of the Crocodile Kings Card 2:
    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.

    Hall of the Crocodile Kings Card 3:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

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

    Hall of the Crocodile Kings Card 4:
    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.

    Hall of the Crocodile Kings Card 5:
    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.

    Hall of the Crocodile Kings Card 6:
    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.

    Eternal Arena
    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, Radovan
    Notes:

    Ruined Temple
    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:

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

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    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.

    Guardian Vault 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.

    Guardian Vault Card 4:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Guardian Vault Card 5:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Guardian Vault Card 8:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 9:
    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.

  • Grand Lodge

    Deck Handler

    Retcon
    - Discard Blessing of the Starsong (as it was used before my last turn) and then draw a replacment at end of last turn. -> Blessing of Starsong 2

    Offturn
    - Recharge blessing of the quartermaster.

    Turn 15
    Blessing of Pharasma

    Move to Hall of Crocodile Kings

    Explore #1 -> Blast Glyph
    Quang buries Sard (6) for 1d6 + 6
    Wisdom 12: 1d6 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12

    Discard Blessing of the Starsong 2 to explore again.
    Explore #2 -> Wing of Horus
    Dex 6: 1d8 + 3 ⇒ (2) + 3 = 5 -> Failed
    Adventure power lets me Bury Hrym for +2 to roll taking check to 7.
    Obtain Wing of Horus displaying on Quang (B)

    Draw -> Eando Kline, Adamantine Sai +2, Rodrick

    Radovan wrote:

    Hand: Meteor Hammer +3, Eando Kline, Red Leathers, Adamantine Sai +2, Rodrick, Bloodbound Hat,

    Displayed: Quang, Norge, Fell, Hanshepsu (5) (Norge), Wing of Horus (B) (Quang), Bonecrusher Hunter (B) (Quang),
    Deck: 7 Discard: 7 Buried: 4
    Notes: Shirt Reroll NOT used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
    Dexterity d8 [X]+1 [X]+2 [X]+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 card displayed next to a displayed devil form to encounter it instead.
    [X] When a monster encountered by a character at your location is undefeated ([X] 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 Elements

    Free Explore: Mummified Cat (Divine 6) -> Autoacquire.
    Examine the top card of my deck. (Greyflame Mace)

    Recharge Mummified Cat to examine the top card of the location. (Blessing of Osiris)

    End turn, reset hand. Discard Cloudburst.

    Zarlova wrote:

    Hand: Blessing of Maat, Marionette, Hand of the Honest Man, Greyflame Mace, Life Lantern, Channel the Gift, Scrying,

    Displayed:
    Deck: 9 Discard: 5 Buried: 1
    Notes: Shirt reroll used for 4-6B
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d6 [ ] +1
    Constitution d6 [ ] +1 [ ] +2 [ ] +3
    Intelligence d10 [ X] +1 [X ] +2 [X ] +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
    Arcane: Int +2

    Favored Card: Spell
    Hand Size 7
    Proficient with: None
    Powers: [ ] Add 2 ([ ] or 4) to your check that has the attack trait.
    When you would recharge a spell that has both the Divine ([ ] or Arcane) 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 ([X ] or 4) to your check to acquire ([ X] or recharge) a spell.
    [X ] You gain the skill Arcane: Intelligence +2


    Deck Handler Blessing 3, Ally 3

    Turn 17, under the Blessing of the Elements.
    Move to Hall of Winged Chaos

    Free Exploration - Card #1: Thundercloud of Set
    Reveal Pillaging Mace for combat. Topdeck Ring of Stony Flesh for +1d6. +1d6 from Cannonade.
    Check to Defeat - Combat 21: 1d10 + 6 + 1d8 + 1 + 1d6 + 1d6 ⇒ (3) + 6 + (7) + 1 + (3) + (1) = 21 - Defeated.
    Location automatically closes, and the high winds trigger a Sandstorm. Everybody wanders around lost... well, only Ezren and I wander around lost, the rest are frozen at their locations.
    Vika - Random Location: 1d7 ⇒ 7 - Guardian Vault - Take 2 poison damage, reveal Rhino Hide Armor to prevent it. Examine top card Elemental Mastery, location is shuffled.
    Ezren - Random Location: 1d7 ⇒ 4 - Hall of the Crocodile Kings. Examine top card is Blessing of Osiris, location is shuffled.

    End of turn, Guardian Vault can't send me away because it's still open.
    Discard Reflecting Buckler and draw two to reset my hand.

    Vika wrote:

    Hand: Pillaging Mace, Chakram of Ruin, Rhino Hide Armor, Corrosion, Ring of Stony Flesh, Mighty Steed,

    Displayed: Xandhul Bloodsbane III,
    Deck: 13 Discard: 5 Buried: 1
    Notes: +2 to acquire Weapons and Armor at my location
    +1 die anywhere against Barriers, Constructs, or Undead (Corrosion)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10+4
    Craft: Strength +1
    Melee: Strength +2
    Dexterity d6
    Disable: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +1
    Intelligence d4
    Wisdom d8
    Charisma d4

    Favored Card Type: Weapon
    Hand Size 6
    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 (or another card of the same type in your discard pile) instead.
    When you would bury an armor or weapon, you may discard it instead.
    Add 2 to any check to acquire a weapon or armor by another character at your location.

    Hall of Winged Chaos is closed
    Ezren is moved to Hall of Crocodile Kings, and location is shuffled.
    Vika is moved to Guardian Vault, and location is shuffled.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonade displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Monster 2
    Spoiler:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

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

    Monster 3
    Spoiler:
    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 4
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Barrier 2
    Spoiler:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Barrier 3
    Spoiler:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    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:
    Word of Ra
    Barrier 6

    Traits
    Lock
    Trap
    Fire

    Check
    Dexterity
    Disable
    Stealth
    17

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    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 4
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

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

    Weapon 5
    Spoiler:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

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

    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:
    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 3
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    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 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

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

    Armor 2
    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 3
    Spoiler:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.

    Armor 4
    Spoiler:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

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

    Armor 5
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Random Items:
    Item 1
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Item 2
    Spoiler:
    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:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

    Item 4
    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 5
    Spoiler:
    Carpet of Flying
    Item 6

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    Charisma
    Suvival
    13

    Powers
    Recharge this card to evade a bane, then move all characters at this location to another location.
    Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.

    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:
    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 3
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    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:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 3
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

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

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

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

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Turn: 18 Ezren/Yewstance

    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: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 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 2 (Turn 20 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 3 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 4 (Turn 22 Vika)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 23 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 6 (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 7 (Turn 25 Radovan)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

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

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 9 (Turn 27 Vika)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 10 (Turn 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 11 (Turn 29 Hayato)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 12 (Turn 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:4 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Five-Pointed Sun Card 2:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Five-Pointed Sun Card 3:
    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.

    Five-Pointed Sun Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 5:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Notes: Thundercloud of Set

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:0
    Located here: Ezren, Zarlova, Radovan
    Notes: Blessing of Osiris

    Hall of the Crocodile Kings Card 1:
    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.

    Hall of the Crocodile Kings Card 2:
    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.

    Hall of the Crocodile Kings Card 3:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Eternal Arena
    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:

    Ruined Temple
    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:

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

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Guardian Vault Card 5:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Guardian Vault Card 8:
    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.

    Guardian Vault Card 9:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.


  • Deck Handler // Searching for: (None)

    Off turn: When Vika defeats the Thundercloud of Set, Ezren displays Steal Soul, adding 1d4 to all checks he makes for the remainder of the scenario.

    =================

    Ezren starts his turn.
    Blessing of the Elements discarded from the Blessings Deck.
    Ezren gives Canopic Conversion to Zarlova. I'd like a spell handed back to me during your turn, either Canopic Conversion or otherwise. I'm just taking advantage of handing off cards to allow me to start with a larger hand next turn.
    Ezren stays at the Hall of the Crocodile Kings.

    Zarlova sets aside Channel the Gift to allow Ezren to search his deck to draw Fire Snake. Recharge pile cleared.
    The barrier in this location deck should be easy to deal with, now.

    Ezren takes his free exploration.
    Hall of the Crocodile Kings Card 1: Scribe

    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.

    Knowledge 9: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15 -> Scribe acquired.

    Ezren discards Scribe to explore his location.
    Hall of the Crocodile Kings Card 2: Blessing of Osiris

    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.

    Bleah. Unless you can find some way of exploiting the fact that it has the healing trait, probably the single worst blessing in the game. I don't understand why it can only add 1d4 to checks, and only such a tiny number of them... or why healing 1d4 cards on a discard is impressive when there are Ally 1 cards that do that in Mummy's Mask, to say nothing of spells.
    Divine 8: 2d4 ⇒ (2, 4) = 6 -> Failed. Blessing of Osiris banished. Good riddance; I hate that thing.

    Ezren uses his power, recharging Spite Cloud to ezplore.
    Hall of the Crocodile Kings Card 3: Baited Jewel Box

    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.

    Sweet!
    Ezren displays Fire Snake with his power to use his Arcane skill in place of his Craft skill.
    The check invokes poison (from the bane's trait), and so the location power adds a die.

    Craft/Arcane 14 (Fire Snake): 2d12 + 6 + 1d4 ⇒ (5, 11) + 6 + (3) = 25 -> Boo, overkilled. Baited Jewel Box defeated.
    Ezren draws Random Item #1: Embalming Fluid.
    Embalming Fluid:

    Item 1
    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Ezren ends his exploration phase, and attempts to close the Hall of the Crocodile Kings, summoning and encountering Acid Pool.

    Acid Pool:
    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.

    The check invokes Acid (from the bane's trait), so the location power adds a die.
    Ezren recharges Blessing of the Elements to add a die.
    Ezren places Hippopotamus Mud Elemental on top of his deck to add 1d6 to his check, as it invokes the Acid trait.

    Intelligence 15: 3d12 + 4 + 1d4 + 1d6 ⇒ (1, 6, 1) + 4 + (3) + (2) = 17 -> Wow, low rolls, but Acid Pool defeated.
    The Hall of the Crocodile Kings is closed. Ezren draws Random Weapon #1: Mace of Ruin.
    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.

    Ezren ends his turn, recharging the displayed Fire Snake with his power.
    Ezren attempts to keep Arcane Cannonade displayed...
    Arcane 15: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14 -> Zarlova discards Blessing of Maat to bump the result up to 17. Arcane Cannonade remains displayed.
    Ezren recharges Mythopoeic Sphinx, Mace of Ruin and Embalming Fluid to the Mythopoeic Sphinx's power.
    Ezren resets his hand.

    Ezren wrote:

    Hand: Hungering Staff, Sand Elemental, Hippopotamus Mud Elemental, Erayu, Pyrotechnic Blast, Toxic Cloud, Life Leech, Eruption,

    Displayed: Varanthe the Paralyzer, Arcane Cannonade, Steal Soul,
    Deck: 14 Discard: 4 Buried: 4
    Notes: See below.

    After resetting his hand, Ezren searches his deck to draw Channel the Gift from the power of the Mythopoeic Sphinx. Recharge pile cleared.

    Ezren wrote:

    Hand: Hungering Staff, Sand Elemental, Hippopotamus Mud Elemental, Erayu, Pyrotechnic Blast, Toxic Cloud, Life Leech, Eruption, Channel the Gift,

    Displayed: Varanthe the Paralyzer, Arcane Cannonade, Steal Soul,
    Deck: 13 Discard: 4 Buried: 4
    Notes: Ezren's Sand Elemental is free to use to protect a player from Fire or Cold damage.
    Toxic Cloud is free to use.

    Arcane Cannonade is displayed, and I will attempt to keep it that way. All combat checks get a bonus +1d6 whilst it remains displayed.

    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 [X] +2 [X] +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 ([X] 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).
    [X] 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: 4
    SHIRT REROLL USED

    Zarlova's Blessing of Maat and Channel the Gift were both used.
    Zarlova was given Canopic Conversion.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonade displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Monster 2
    Spoiler:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

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

    Monster 3
    Spoiler:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 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:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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:
    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 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:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Barrier 5
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    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+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 2
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

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

    Weapon 3
    Spoiler:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 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:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Spell 3
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Spell 4
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    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 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:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    5

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

    Random Items:
    Item 1
    Spoiler:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Item 2
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Item 3
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 4
    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 5
    Spoiler:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    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 3
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

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

    Ally 4
    Spoiler:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

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

    Ally 5
    Spoiler:
    Neb-at
    Ally 1

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    6

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

    Random Blessings:
    Blessing 1
    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 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 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 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.

    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: 20 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: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 2 (Turn 22 Vika)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 23 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 4 (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 5 (Turn 25 Radovan)
    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 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 7 (Turn 27 Vika)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 8 (Turn 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 9 (Turn 29 Hayato)
    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 10 (Turn 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 2:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Hall of Winged Chaos
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open 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

    Hall of the Crocodile Kings
    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, Zarlova, Radovan
    Notes:

    Eternal Arena
    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:

    Ruined Temple
    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:

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

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    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.

    Guardian Vault Card 3:
    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.

    Guardian Vault Card 4:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Guardian Vault Card 5:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 6:
    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.

    Guardian Vault Card 7:
    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.

    Guardian Vault Card 8:
    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.

    Guardian Vault Card 9:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.


  • I6 Samurai, Tier 6

    Explore 5PS 1: Giant Mummified Crocodile
    Discard Frost Lance +2 for +1d8+2+2d8+Cold, which adds another +d8. +d6 from Arcane Cannonade.
    Combat 21/27: 1d10 + 6 + 1d10 + 1d8 + 2 + 2d8 + 2d8 + 1d6 ⇒ (4) + 6 + (10) + (5) + 2 + (1, 6) + (8, 6) + (4) = 52 Defeated.

    Discard Blessing of the Oathkeeper to explore 5PS 2: Ghoul
    Reveal Dwarven Earthbreaker for +2d6+1. Topdeck Ring of Stony Flesh for +d6.
    Combat 11/17: 1d10 + 6 + 2d6 + 1 + 1d6 ⇒ (2) + 6 + (4, 5) + 1 + (6) = 24 Defeated.

    Display Four-Mirror Armor.

    Shuffle Jinfu into my deck to recharge: Blessing of the Oathkeeper and explore 5PS 3: Vanth
    Scourge: 1d10 ⇒ 5 = Curse of the Ravenous .
    Reveal Dwarven Earthbreaker for +2d6+1.
    Combat 13: 1d10 + 6 + 2d6 + 1 ⇒ (7) + 6 + (5, 6) + 1 = 25 Defeated.

    End of turn:
    Ravenous: 1d4 ⇒ 3 = Spells and Weapons. Frost Lance +2 buried.
    Cold damage: 1d4 ⇒ 4. Recharge Dwarven Earthbreaker +1 to block 2, no other cards left.
    Draw up to 6.

    Hayato wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d6 +2
    Survival +1
    CHARISMA d6 +1
    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 and 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: Jorgenfist Spear, Ring of Stony Flesh, Mighty Steed, Mountain Dog, Blessing of the Drunken Hero, Blessing of the Elements
    Displayed: Curse of the Ravenous, Four-Mirror Armor, Mortevia Strassel
    Deck: 13 Discard: 1 Buried: 5
    Notes: Shirt reroll not used in 4-6B. 3/5 die bumps remaining.
    Use blessing(s) or Jinfu as needed.
    Jorgenfist Spear:
    Jorgenfist Spear
    Weapon 5

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Powers
    For your combat check, if proficient with weapons, reveal this card to use your Strength or Melee skill + 2d6+3. If you fail this check, you may discard this card to reroll the dice and add 3; take the new result.
    On a combat cheek by another character at your location, discard this card to add 1d6+1 ad the Piercing trait.

    Blessing of the Drunken Hero:
    Blessing of the Drunken Hero
    Blessing 4

    Traits
    Divine
    Cayden Cailean

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Strength or Constitution non-combat check.
    Discard this card to explore your location. During this exploration, add 1 die to your Strength or Constitution non-combat checks.
    After you play this card, if the top card of the blessings discard pile has the Cayden Cailean trait, shuffle this card into your deck instead of discarding it.

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    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.

    Mortevia Strassel:
    Mortevia Strassel
    Monster/Henchman 6

    Traits
    Undead
    Ghast
    Soldier

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


    Deck Handler Human Cleric

    Off turn; Discard Blessing of Maat and recharge Channel the Gift Divine 14: 1d10 + 7 + 4 ⇒ (1) + 7 + 4 = 12 -> Channel discarded.

    Grand Lodge

    Deck Handler

    Turn 20
    Blessing of Thoth

    Start of turn reveal Rodrick to recharge Alaeron from the discard pile.

    Move to Guradian Vault - I ignore damage as it's Posion.

    Explore Card #1 -> Elemental Mastery
    Wisdom 11: 1d6 ⇒ 6 -> Falied

    Discard Eando Kline to explore again.
    Explore Card #2 -> Fate Blade
    Quang will use Wings of Horus (B) for 1d6
    Would be nice to have on Quang for powerup and I've got two Bs on him. If I loose it that is fine.
    Dex 11: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10 -> Failed.

    Discard Rodrick to explore again.
    Explore Card #3 -> Clockwork Menial
    Int 9: 1d4 ⇒ 2 -> Failed

    Draw -> Ring of Regeneration, Belt of Physical Might

    Radovan wrote:

    Hand: Meteor Hammer +3, Ring of Regeneration, Red Leathers, Adamantine Sai +2, Belt of Physical Might, Bloodbound Hat, ,

    Displayed: Quang, Norge, Fell, Hanshepsu (5) (Norge), Bonecrusher Hunter (B) (Quang),
    Deck: 6 Discard: 8 Buried: 5
    Notes: Shirt Reroll NOT used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
    Dexterity d8 [X]+1 [X]+2 [X]+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 card displayed next to a displayed devil form to encounter it instead.
    [X] When a monster encountered by a character at your location is undefeated ([X] 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 // Searching for: (None)

    Radovan gets to display a monster next to Fell Viridio from being dealt Poison Damage by the Guardian Vault.

    And as mentioned, Vika adds +2 to all checks to acquire weapons and armor at her location, so you acquired the Fate Blade successfully.


    Deck Handler Human Cleric

    Turn 21: Blessing of the Lady of Graves

    Give Canopic Conversion back to Ezren

    Move: Guardian Vault
    Take 2 poison damage, discard Greyflame Mace and Life Lantern.

    Radovan may add cards to a demon.

    Free Explore: Corridor Dart Trap (Dex 18)

    Autofail with d6, Zarlova takes Ranged damage: 1d4 ⇒ 2

    Discard Scrying, Marionette

    Everyone else at the vault takes 1d4 damage.

    End turn, reset hand.

    Zarlova wrote:

    Hand: Evangelist, Shield Cloak, Hand of the Honest Man, Exalted, Blessing of the Lady of Graves, Eagle Aerie, Blessing of Milani,

    Displayed:
    Deck: 4 Discard: 11 Buried: 1
    Notes: Shirt reroll used for 4-6B
    Sideboard cards:

    [spoiler=Skills and Powers]SKILLS


    Deck Handler Human Cleric

    At the start of Vika's turn, display Eagle Aerie.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6B: IN DEATH’S SHADOW

  • Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
  • Characters cannot start at the location Five-Pointed Sun.
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
  • To win, close all locations.
    Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Arcane Cannonade displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 2
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 3
    Spoiler:
    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:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

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

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Barrier 2
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Barrier 3
    Spoiler:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

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

    Barrier 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:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Sling Staff +2
    Weapon 6

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Weapon 2
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 4
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 5
    Spoiler:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

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

    Random Spells:
    Spell 1
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Spell 2
    Spoiler:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 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:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    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 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:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.

    Armor 4
    Spoiler:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

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

    Armor 5
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Random Items:
    Item 1
    Spoiler:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Item 2
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 3
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Item 4
    Spoiler:
    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.

    Item 5
    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.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Random Allies:
    Ally 1
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

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

    Ally 3
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

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

    Ally 4
    Spoiler:
    Hearth Elemental
    Ally 4

    Traits
    Elemental
    Fire

    Check
    See Below

    Powers
    To acquire this card, be dealt 1d4+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Ally 5
    Spoiler:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    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 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 Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 4
    Spoiler:
    Blessing of the 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 Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Turn: 22 Vika/Maelwys0

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 23 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 2 (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 3 (Turn 25 Radovan)
    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 4 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 5 (Turn 27 Vika)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 6 (Turn 28 Ezren)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 7 (Turn 29 Hayato)
    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 30 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.

    Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato
    Notes: Aiveria

    Five-Pointed Sun Card 1:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Five-Pointed Sun Card 2:
    Aiveria
    Henchman Monster 5

    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Hall of Winged Chaos
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open 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

    Hall of the Crocodile Kings
    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:

    Eternal Arena
    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:

    Ruined Temple
    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:

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Vika, Radovan, Zarlova,
    Notes: Sky Pharaoh Guardian, Corridor Dart Trap

    Guardian Vault Card 1:
    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.

    Guardian Vault Card 2:
    Sky Pharaoh Guardian
    Henchman Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Guardian Vault Card 3:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    Guardian Vault Card 4:
    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.

    Guardian Vault 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.

    Guardian Vault Card 6:
    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.


  • Deck Handler Blessing 3, Ally 3

    Off-turn, take damage from Zarlova's encounter with the dart trap.
    Dart Trap Ranged Damage: 1d4 ⇒ 2 - Reveal Rhino Hide Armor to reduce damage by 3.

    Turn 22, under the Blessing of Abadar

    Free Exploration - Card #1: Symbol of Fear. Display next to me.

    Reveal Mighty Steed and discard Chakram to examine Card #2: Sky Pharoah Guardian.
    Recharge Chakram - Fortitude 9: 1d10 + 4 ⇒ (5) + 4 = 9 - Recharged

    End of turn, attempt to overcome Symbol of Fear. Topdeck Ring of Stony Flesh for +1 die.
    Symbol of Fear - Fortitude 8: 2d10 + 4 ⇒ (1, 8) + 4 = 13 - Banished.
    Discard Rhino Hide and Mighty Steed and draw 4 to reset my hand.

    Vika wrote:

    Hand: Pillaging Mace, Corrosion, Ring of Stony Flesh, Blessing of the Father of Creation, Warhorse, Ushabti of the Willing Servant,

    Displayed: Xandhul Bloodsbane III,
    Deck: 12 Discard: 7 Buried: 1
    Notes: +2 to acquire Weapons and Armor at my location
    +1 die against Constructs (Sky Guardian)
    +1d8 Str, Dex, Perception at my location (Ushabti)
    +1d6+1 Combat at my location (recharge Pillaging Mace)
    Use the Blessing for either of the Henchmen fights as needed
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10+4
    Craft: Strength +1
    Melee: Strength +2
    Dexterity d6
    Disable: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +1
    Intelligence d4
    Wisdom d8
    Charisma d4

    Favored Card Type: Weapon
    Hand Size 6
    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 (or another card of the same type in your discard pile) instead.
    When you would bury an armor or weapon, you may discard it instead.
    Add 2 to any check to acquire a weapon or armor by another character at your location.


    Deck Handler // Searching for: (None)

    I see the Fighter and Samurai are very actively using their Ring of Stony Flesh.

    Off Turn: Ezren is given Canopic Conversion back, thanks!

    ======================

    Ezren starts his turn.
    Blessing of Isis discarded from the Blessings Deck.
    Ezren moves to the Guardian Vault, taking 2 Poison damage and discarding Erayu and Toxic Cloud to the damage.
    Radovan may display yet another monster (since his last hand update, that's 2 monsters on any devil he wishes, and 1 on Fell Viridio).

    Ezren uses his power and displays Channel the Gift to search his deck to draw Fire Snake. Recharge pile cleared.

    Ezren takes his free exploration.
    Guardian Vault Card 2: Sky Pharaoh Guardian

    Sky Pharaoh Guardian:

    Henchman Monster 5
    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sky Pharaoh Guardian: 1d4 ⇒ 2 -> Spells cannot be played, ugh, so I still can't use Canopic Conversion... I'm extremely grateful I have Hungering Staff, at least, or this would've been a disaster.
    Ezren reveals Hungering Staff for combat, and additionally discards Life Leech to add 1d6+5 with the Staff's power.
    Combat 22 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d6 + 5 + 1d4 + 1d6 ⇒ (12) + 6 + (1) + 2 + (4) + 5 + (3) + (2) = 35 -> Sky Pharaoh Guardian defeated.
    Ezren closes the Guardian Vault by suffering a Random Scourge.

    Scourge Die: 1d10 ⇒ 3 -> Ezren displays Curse of Vulnerability.

    Random Location: 1d7 ⇒ 6 -> From closing the Guardian Vault, Ezren is moved to the Ruined Temple.

    Ezren uses his power, recharging Pyrotechnic Blast to move to the Five-Pointed Sun and ezplore.
    Five-Pointed Sun Card 1: Royal Naga

    Royal Naga:

    Monster 4
    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Eesh! Fine...
    Ezren ignores the BYA effect.

    Random method of combat (Hungering Staff, Eruption, Canopic Conversion): 1d3 ⇒ 2 -> Ezren displays Eruption with his power for combat.
    Combat 16 (Arcane): 1d12 + 6 + 4d6 + 1d4 + 1d6 ⇒ (9) + 6 + (6, 4, 5, 1) + (4) + (6) = 41 -> First combat check passed.

    Ezren asks Hayato to take the second combat check; since there's not really any choices to make, I'll bot him.
    HAYATO only has Jorgenfist Spear as a weapon, and reveals Jorgenfist Spear for combat.

    Combat 16: 1d10 + 6 + 2d6 + 3 + 1d6 ⇒ (9) + 6 + (1, 4) + 3 + (6) = 29 -> Royal Naga defeated.

    Ezren discards Hippopotamus Mud Elemental to explore his location, adding 2d6 to his checks that invoke Bludgeoning or Acid during it.
    Five-Pointed Sun Card 2: Aiveria

    Aiveria:

    Henchman Monster 5
    Traits
    Elemental
    Outsider
    Janni
    Bard

    Check
    Combat
    23

    Powers
    Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hah! I find it funny that Aiveria is weak to both traits that the Hippopotamus Mud Elemental enhances,but sadly, I have no way to make.
    ...Actually, I suppose that's not true! I never thought this would be relevant, but I do have something that Bludgeons!

    Ezren recharges Sand Elemental to ignore the henchman's BYA power.
    Ezren reveals Hungering Staff for combat. Interestingly enough, it has the Bludgeoning trait, so Ezren adds 1d8 from Aiveria's weakness, and 2d6 from the Hippopotamus Mud Elemental.
    Combat 23 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d8 + 2d6 + 1d4 + 1d6 ⇒ (7) + 6 + (1) + 2 + (4) + (2, 6) + (2) + (2) = 32 -> Aiveria defeated.
    Ezren attempts to close the Five-Pointed Sun, summoning and encountering Kor-Ahn-Tuk.

    Kor-Ahn-Tuk:

    Henchman
    Type: Monster
    Traits: Undead Gorgon Mummy
    To Defeat: Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter. If the check to defeat has the Acid trait, add 1d8. After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    And it's Undead. Of freakin course. That Canopic Conversion went an entire scenario without use, for every reason under the flipping sun.
    BYA: Ezren displays Fire Snake with his power to use his Arcane skill in place of his Dexterity skill.
    Dexterity/Arcane 9 (Fire Snake): 1d12 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 -> Passed.
    Ezren reveals Hungering Staff for combat, additionally discarding Canopic Conversion to the staff's power to add another 1d6+6. The staff has the Bludgeoning trait, so Ezren adds 2d6 from the Hippopotamus Mud Elemental.
    Combat 23 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d6 + 6 + 2d6 + 1d4 + 1d6 ⇒ (9) + 6 + (3) + 2 + (5) + 6 + (4, 6) + (1) + (6) = 48 -> Kor-Ahn-Tuk defeated.
    The last location is closed: WE WIN!.

    Ezren wrote:

    Hand: Hungering Staff,

    Displayed: Varanthe the Paralyzer, Arcane Cannonade, Steal Soul, Channel the Gift, Curse of Vulnerability, Eruption, Fire Snake,
    Deck: 14 Discard: 9 Buried: 4
    Notes: Ugh. Poor Canopic Conversion...

    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 [X] +2 [X] +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 ([X] 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).
    [X] 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: 4
    SHIRT REROLL USED


    DEVELOPMENT:
    It was never foolproof, but you’re shocked at exactly how overambitious your scheme really was. Nightcrescent’s manor was far better protected than you imagined, and you and your unlikely compatriots fought all manner of ordeals where you least expected them. You obtained none of the false proof you promised the guards, nor were you able to create the distraction needed to find what you truly sought: the Pathfinder Society’s stolen relics.

    But you survived, and the guards are looking to you now for a new plan. That, or perhaps they’re considering destroying you. These, you realize, are not mutually exclusive options. But they do suggest they’ll let the first happen before the second.

    You can salvage this, you insist. You just need some time. The guards nod suspiciously and disperse, and just like that, you’re left to your own devices on Mechitar’s streets.

    SCENARIO REWARD:
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Cartouche
    of Protection and 1 character may temporarily replace 1 armor in his deck with the loot Khepresh of Refuge.
    At the end of each scenario, return the loot to the game box.

    Cartouche of Protection:
    Cartouche of Protection
    Loot Item 6

    Traits
    Object
    Magic
    Divine

    Check
    None

    Powers
    Reveal this card to reduce damage dealt to you by 1.
    Bury this card to reduce all damage dealt to you by a bane to 0.
    Recharge this card to move.

    Khepresh of Refuge:
    Khepresh of Refuge
    Loot Armor 6

    Traits
    Light Armor
    Magic
    Gambling

    Check
    None

    Powers
    Reveal this card to reduce damage dealt to you by 1, or 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor on this check.
    Recharge this card to reroll the dice on your check; take the new result.

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

    ACQUIRED CARDS:
    Type Adv_Deck_Num Card
    Weapon 6 Chakram of Ruin
    Weapon 4 Fate Blade
    Weapon 4 Mace of Ruin
    Spell 6 Canopic Conversion
    Spell 2 Corrosion
    Armor 2 Mistmail
    Item 6 Canopic Jar
    Item 1 Embalming Fluid
    Item 1 Mummified Cat
    Item 1 Staff of Minor Healing
    Item 3 Staff of Revelations
    Item B Wing of Horus
    Ally B Fire Gecko
    Ally 6 Hippopotamus Mud Elemental
    Ally 1 Khelru
    Ally 4 Scribe
    Blessing 3 Blessing of Isis
    Blessing B Blessing of the Elements
    Blessing B Blessing of the Elements


    4-5C: THE STARS ALIGN
    Your nerves thoroughly shaken after your close call in Sellortia, you slink back onto the relatively safe daytime streets of Mechitar. Despite your exhaustion, you fix your features with what you hope is an intimidating scowl. A few hooded ghouls pass by you, taunting you with hisses and jeers of “fresh meat!” but none move to attack. A few blocks from Stavros Nightcrescent’s manor, you toss back your cloak, revealing the badge that marks you as a protected trader in the city of the undead. You hope it’s enough to keep the voracious undead from your throat while you travel back to the Katapeshi embassy where you’re staying.

    Today, it’ll suffice, it seems.

    The next fortnight passes relatively peacefully. You accompany Tirah Dolreshi and the other Katapeshi delegates to their meetings with the Gebbites, some inside a few alcazars belonging to particularly powerful Blood Lords. You even venture across the tainted River of Rot, the putrid canal’s waters a bubbling morass, to attend a sit-down with the undead nation’s treasurer. All the while, you watch your intractable companions forge economic deals and diplomatic relations with some shockingly evil beings. This is a shockingly dull routine, given that you’re a living being in a city of undead who’d rather eat you than parley. All seems well until a zombie courier arrives in the embassy, a bloody sack clutched in its hand. Grimacing only slightly, Dolreshi accepts the delivery on behalf of Katapesh. When she looks inside the bag, however, she’s baffled.

    But you’re not.

    The bag is filled with about a half-dozen bloodied teeth, their ends ground to a fine point—the carefully filed fangs of Xandhul Bloodsbane III. This human guard with the Bellator Mortus was assisting you against the vampire Blood Lord Nightcrescent on false pretenses. The note inside the bag reads: “You infiltrated my life. Now, I’m infiltrating yours. Consider your allies forfeit. You, however, I ruin last.” The message is signed with only an initial: S.

    It seems Stavros Nightcrescent was not blind to your identity or your failed plan. Now he’s after you and all your allies in Mechitar. You’re going to need all the help you can muster if you’re going to fend off his attacks!

    VILLAIN:
    NONE
    HENCHMEN:
    NONE
    LOCATIONS:
    1-6 CHISISEK'S TOMB
    1-6 CRYPT
    1-6 MUMIA LAB
    1-6 SEPULCHER OF THE SERVANT

    DURING THIS SCENARIO:

    • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
    • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
    • To win the scenario, a location must be open while the siege deck is empty.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario:

  • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.
    Defensive Stance:
    Powers
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 2
    Spoiler:
    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:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

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

    Monster 4
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 5
    Spoiler:
    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:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

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

    Barrier 2
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 3
    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 4
    Spoiler:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Barrier 5
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    Spoiler:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 3
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

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

    Weapon 4
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 5
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    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 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:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

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

    Spell 5
    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.

    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:
    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 3
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

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

    Armor 4
    Spoiler:
    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:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Random Items:
    Item 1
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    11

    Powers
    Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.

    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:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Item 4
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Item 5
    Spoiler:
    Twitch Tonic
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Sehela
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal
    Alchemist

    Check
    Charisma
    Diplomacy
    15

    Powers
    Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    Spoiler:
    Fortune-Teller
    Ally 6

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

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

    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessing 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 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 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.

    Turn: 0

    Blessings Remaining: 0
    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Chisisek's Tomb
    At This Location: All monsters have the Undead trait, are immune to Mental and Poison, and all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:

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

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

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


  • I6 Samurai, Tier 6

    Deck Upgrade: Defiant Nodachi +3 replaces Dwarven Earthbreaker +1
    Loot Swap: Chest of Keeping replaces Knight's Pennon
    Loot Swap: Sun Falcon Pectoral replaces Gem of Physical Prowess
    Blessing Loot Swap: Blessing of Maat replaces Blessing of Shax
    Sunburst Market: Blessing of the Elements replaces Slaying Bolts.
    Other Trader: Follow someone else.
    Starting at: Chisisek's Tomb

    Hayato wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d6 +2
    Survival +1
    CHARISMA d6 +1
    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 and 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: Jinfu, Defiant Nodachi +3, Frost Lance +2, Jorgenfist Spear, Ring of Stony Flesh, Warhorse, Blessing of Shizuru
    Displayed: 0
    Deck: 15 Discard: 0 Buried: 4
    Notes: Shirt reroll not used in 4-6C. 3/5 die bumps remaining.
    Use blessing(s) or Jinfu as needed.
    Jinfu:
    Jinfu
    Cohort B

    Traits
    Animal
    Mount
    Owner: Hayato

    Powers
    Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.

    At the start of any turn, put this card on top of your deck to move.

    Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.

    Jorgenfist Spear:
    Jorgenfist Spear
    Weapon 5

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Powers
    For your combat check, if proficient with weapons, reveal this card to use your Strength or Melee skill + 2d6+3. If you fail this check, you may discard this card to reroll the dice and add 3; take the new result.
    On a combat cheek by another character at your location, discard this card to add 1d6+1 ad the Piercing trait.

    Blessing of Shizuru:
    Blessing of Shizuru
    Blessing 3

    Traits
    Divine
    Shizuru

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait, or 2 dice if it is your check.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile lists Strength in its check to acquire, recharge this card instead of discarding it.

    Grand Lodge

    Deck Handler

    Deck Upgrade - Swapping out Eando Kline for Venture Captain.

    Will visit a trader to help others but no interest in trading.

    Swap - Shy Ratini -> Maftet Hunter
    Swap - Magordomo -> Neferekhu

    Doing a swap of Blessing of the Ancients for Blessing of Ra.

    Starting Location: Sepulcher of the Servant

    Radovan wrote:

    Hand: Blessing of the Quartermaster 2, Alaeron, Blessing of the Elements 2, Belt of Physical Might, Bloodbound Hat, Blessing of Ra, ,

    Displayed: Quang, Norge, Fell,
    Deck: 15 Discard: 0 Buried: 0
    Notes: Shirt Reroll NOT used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
    Dexterity d8 [X]+1 [X]+2 [X]+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 ([X] 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 card displayed next to a displayed devil form to encounter it instead.
    [X] When a monster encountered by a character at your location is undefeated ([X] 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

    Divine trader. Will swap afterwards. Start at the crypt.


    Deck Handler Blessing 3, Ally 3

    I'll hit up the Trove again, as usual.
    And will figure out my swaps after the trader.

    Also, I'll hang out in the Mumia Lab, since I can auto-pass the check to ignore the curse.


    Deck Handler // Searching for: (None)

    I'm back! So, catching up, a few observations...

    Flavor:
    What's with the storyline? So Xandhul Bloodsbane III has been killed based on being delivered a bag of his teeth, so why's he still around in the location decks?
    I can piece together that we're protecting our allies (represented by both literal allies and the Bellator Mortus members we'd kinda aligned ourselves with earlier), which are in turn represented by us protecting the location decks under standard Siege/Defensive Stance rules, but Xandul's presence really confuses me.

    Strategy:
    So the three Bellator Mortus henchman don't have any actual significance, it seems (unless there's a specific reward for keeping them all 'alive'), so they're just a single extra card to pad out the location decks (unless we want to somehow defeat them so we can display them, I guess?). Unless the Devourer Assassin refers to them specifically. I'm happy stacking them at the location decks with the least number of cards, as Mork suggested in Hangouts.

    I also usually like taking substitute characters into Siege scenarios, but with my deck upgrades having gone so far into optimizing Ezren that it's a harder sell to do so, even if I can custom-build them for this scenario.
    For the sake of argument, here's how I could/would play each substitute character here.

    Substitute Characters:
    Linxia (HV1):
    Can be rewarded for playing an Ally and Blessing heavy strategy (relevant in this scenario), with incredible self-healing contributing to a powerful exploration rate. Nothing too impressive, though, and whilst her Enforcer role gives her small additional benefits for defeating monsters (giving her some powerful examination tools) there's not many ways to tune either of her roles for dealing with AD6 barriers easily.

    Urgraz (HV1):
    Ignoring the fact that there's a pretty trivial infinite-turn combo with him (combining a couple of effects together to allow him to re-use a redeemed Book of the Damned to shuffle Xd4 blessings back into the blessings deck every turn), Urgraz still has some cool elements in Siege scenarios post-role.
    His Fearmonger role lets him hand off encounters against banes to other characters at his location. That allows for some incredible optimization, effectively giving away each of his explorations to whomever is best suited to dealing with them at his location, which is particularly impressive with Radovan, since it allows Radovan to get way more monster kills than he normally would whilst also leaning on Radovan's exceptional anti-barrier abilities.
    Meanwhile, his Tyrant role allows him to move damage from him to someone else; allowing him to redirect damage to whoever is capable of resisting it (particularly relevant, again, with Radovan).

    Honestly, playing a Fearmonger Urgraz alongside Radovan would be kind of cool, though we'd have to work out in advance if Luke would be okay with me botting Radovan frequently, since Radovan would potentially have to make multiple checks on each of Urgraz's turns. I would be constrained with my deck upgrades not really matching an Antipaladin all too well, particularly with sub-par Blessings, though.

    Lazzero (HV1):
    Well, there's the incredible Asmodean Advocate role, which allows Lazzero to give d12s with basically all of his blessings - many of which already added 2 dice to any check at no downside thanks to his mastery of Corrupted blessings (Blessing of Mammon, in particular, is just "add 2d12 to any check" in Lazzero's hands with this role, though a bunch of other blessings are almost as good). It also has an examination power.
    Not much else of note, though, and I'd be even more constrained by my lack of Blessing deck upgrades.

    Emil (HV2):
    Ughh. The worst Hell's Vengeance character by miles, with a suite of poison-based powers that very consistently don't work with the boons given to him by the class deck, which infuriates me to no end. (In particular, references to Poison-traited weapons, or solely caring about poison-traited cards, rather than the dozens of boons that can add the poison trait to a check in his class deck, which he has no inherent synergy with)
    Honestly, whilst being a sort-of-Rogue, he's not even good as an anti-barrier character. He has few redeeming qualities, despite me wanting him to be good, and I can't see any element he excels at that could be remotely relevant in this scenario.
    I've not substituted in Emil yet, and I probably never will, sadly.

    Zelhara (HV2):
    Her Torturer role is a solid anti-monster role, with a large hand size (thus, exploration-heavy), a self-heal (contributing to being exploration-heavy), and then bonus explorations if the siege deck has a monster atop it at the start of her turn.
    That said, she's more reliant on having the proper Weapon Deck Upgrades than any other character I could substitute in, since she wants specific weapons from her Class Deck (no using Traders or Loot to cover my weaknesses there), so she won't really run well. Pass.

    Nyctessa (HV2):
    Quite simply, Undead Master gives her an incredible boost whilst sitting at the Tomb or Sepulcher, adding 1d12 to all of her checks against monsters (not even just checks to defeat), plus any non-monster with the Undead trait (including some of her spell recharges).
    Pretty much she'd run the same as last time; a large hand size, setting up her Robe of Bones to pretty much infinitely re-use whatever spell she wants (which will most commonly be anti-barrier spells like Fire Snake and Disable Mechanism).
    But man, managing all those monster draws is a headache, and I've already shown off how broken Robe of Bones and Animate Dead are (even after nerfing that interaction, geez). I'll leave it alone for now; besides, the flavor considerations of Nyctessa returning to her homeland is a bit much for me to take on right now.

    And, at last, if I stick with Ezren, my loot options will be a little different, since I'll want to take all of the options I can to protect against damage and handle more combat than usual.

    ================================

    Ezren will go to the Trader Agymah (Arcane Trader).
    Loot Upgrades will follow seeing Trader options. I'll be grabbing plenty of damage-resistant effects, potentially including Elemental Skin, so there may be benefits to being at Ezren's location.

    Ezren will start at the Sepulcher of the Servant, to take advantage of Radovan's bonuses to teaming up.


    Naheeba:(Zarlova, Hayato)

    Random Spell:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Random Spell:
    Named Bullet
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat checks against monsters that share a trait with the monster on this card other than Basic, Elite, and Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

    Random Spell:
    Foresight
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Random Spell:
    Boneshatter
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12. Ignore any monster powers that happen 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 15 check to recharge this card instead of discarding it.

    Agymah: (Ezren, Radovan)

    Random Spell:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

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

    Random Spell:
    Ride the Lightning
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    15

    Powers
    Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Random Spell:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

    Random Spell:
    Symbol of Fortune
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Trove: (Vika)

    Random Weapon:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

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

    Random Spell:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Random Armor:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

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

    Random Item:
    Canopic Jar
    Item 6

    Traits
    Object
    Magic
    Undead
    Mummy

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Random Ally:
    Fortune-Teller
    Ally 6

    Traits
    Human
    Oracle

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    Random Blessing:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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


    Deck Handler Human Cleric

    Loot: BotG -> Blessing of Maat
    Loot: Byzantine Lexicon -> Hand of the Honest Man
    Loot: Wand of Detect Magic -> Life Lantern

    Pass on Traders, start at the crypt.

    Zarlova wrote:

    Hand: Evangelist, Cloudburst, Scrying, Channel the Gift, Greyflame Mace, Shield Cloak, Blessing of Milani,

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


    Deck Handler // Searching for: (None)

    Side-Note, Named Bullet?:
    Named Bullet always confuses me - much like how S&S had a divine attack spell that could use your Ranged skill. Neither S&S nor MM has any character with the Arcane/Divine skill as well as the Ranged skill, with the very specific exception of one of Seltyiel's roles (who couldn't use a Divine spell anyway, and the attack spell I'm thinking if is an AD1 card regardless) and the equally specific exception of a Mavaro player specializing in ranged combat.

    I guess the idea behind Mavaro using it isn't worth dismissing; as long as he displays a blessing on the last turn to his power (or if he has the Arcane skill from his role) then he won't banish it, but is the power really good enough to justify jumping through so many hoops and not really appearing to be designed for any single character in the box in which it's printed? It's no Steal Soul, that's for sure.

    And a regular Ranged combatant can just pick it up as a one-use spell... though note that there's only one character in the MM base set with the Ranged skill inherently (Simoun), which just further proves my point of questioning why this spell was worded to be so incredibly narrow. It doesn't even work with Dexterity combat checks...

    Anyway, Trades and Loot.
    I'll let Vika (or someone else) take the Sand Elemental if desired this time; I'm loading myself up on cards that can be revealed to reduce any damage dealt to me, so I shouldn't have as much to worry about for BYA effects.

    Trader (Agymah): Binder's Tome (Item 1) + Burying Crimson Assassin (Ally 4) -> Spite Cloud.

    Loot Upgrade: Byzantine Lexicon -> Mythopoeic Sphinx
    Loot Upgrade: Phlegmatic Talisman -> Game of Afterlife
    Loot Upgrade: Life Leech -> Disable Mechanism
    Loot Upgrade: Cleric of Nethys -> Erayu : (Note - I will instead trade the Cleric of Nethys for the Sand Elemental rather than Erayu if and only if nobody else claims the Sand Elemental)

    IF THE FOLLOWING LOOT IS UNCLAIMED BY OTHER PLAYERS:
    Loot Upgrade: Helm of Electric Radiance -> Khepresh of Refuge
    Loot Upgrade: Evocation Staff -> Cartouche of Protection

    No Elemental Skin, but I'm keeping Create Mindscape in this time as I'll probably be in one location for the whole game. I won't be churning through my deck as actively this game; I'll try to keep a suite of armor and protective items in hand so as not to cause any damage to the location decks, which Radovan will also help protect me from.

    Ezren wrote:

    Hand: Khepresh of Refuge, Canopic Conversion, Spite Cloud, Bound Lantern Archon, Channel the Gift, Disable Mechanism, Erayu, Game of Afterlife,

    Displayed:
    Deck: 12 Discard: 0 Buried: 1
    Notes: At the start of the first turn I'll use Channel the Gift to search out Steal Soul, which I will display as soon as a character at my location defeats a monster.

    Disable Mechanism is free to use (+2d8 to any Disable check, or to any check against a variety of barriers, as well as constructs).
    Game of Afterlife is free to use for a de-curse. If the timing of the de-curse isn't important, I'd rather it be done after I get out Steal Soul, to greatly increase the odds that I recharge it. Remember that undead need to be overkilled to avoid scourges.

    Erayu will be switched with Sand Elemental if it's not taken by anyone else.

    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 [X] +2 [X] +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 ([X] 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.
    [X] 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).
    [X] 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: 4
    SHIRT REROLL UNUSED


    Deck Handler Blessing 3, Ally 3

    Deck Upgrade (Item 6): Belt of Giant Strength -> Belt of Physical Might
    Trader (Trove): Masterwork -> Fortune Teller (plus temporarily discarding both Spears)
    Loot: Surgeon -> Unwrapped Harmony
    Loot: Merchant -> Sand Elemental
    Starting Location: Mumia Lab

    Vika wrote:

    Hand: Magic Spyglass, Blessing of Shizuru, Blessing of the Drunken Hero, Greatclub +3, Warhorse, Ring of Stony Flesh,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: +2 to acquire Weapons and Armor 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+3
    Fortitude: Constitution +1
    Intelligence d4
    Wisdom d8
    Charisma d4

    Favored Card Type: Weapon
    Hand Size 6
    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 (or another card of the same type in your discard pile) instead.
    When you would bury an armor or weapon, you may discard it instead.
    Add 2 to any check to acquire a weapon or armor by you or another character at your location.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario:

  • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.
    Defensive Stance:
    Powers
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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    Random Monsters:
    Monster 1
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Monster 2
    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 3
    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 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Monster 5
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 3
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

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

    Barrier 4
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Barrier 5
    Spoiler:
    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:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 2
    Spoiler:
    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 3
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

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

    Weapon 4
    Spoiler:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 5
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Spell 2
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

    Spell 4
    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 5
    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.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

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

    Armor 3
    Spoiler:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

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

    Armor 4
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 5
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    5

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

    Random Items:
    Item 1
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    11

    Powers
    Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.

    Item 2
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Item 3
    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 4
    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.

    Item 5
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

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

    Ally 4
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    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.

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

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessing 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 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.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 5
    Spoiler:
    Blessing of Wadjet
    Blessing 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.

    Turn: 1 Zarlova/magi210

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 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 3 (Turn 4 Hayato)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 4 (Turn 5 Radovan)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 6 (Turn 7 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 7 (Turn 8 Ezren)
    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.

    Blessings Deck Card 8 (Turn 9 Hayato)
    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 9 (Turn 10 Radovan)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 10 (Turn 11 Zarlova)
    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 12 Vika)
    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 12 (Turn 13 Ezren)
    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 14 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 14 (Turn 15 Radovan)
    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.

    Blessings Deck Card 15 (Turn 16 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 16 (Turn 17 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 17 (Turn 18 Ezren)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 Hayato)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 19 (Turn 20 Radovan)
    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 20 (Turn 21 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 21 (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 22 (Turn 23 Ezren)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 23 (Turn 24 Hayato)
    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 24 (Turn 25 Radovan)
    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.

    Blessings Deck Card 25 (Turn 26 Zarlova)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 26 (Turn 27 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 27 (Turn 28 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 28 (Turn 29 Hayato)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 29 (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.

    Scenario Deck Card 1:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

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

    Scenario Deck Card 2:
    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.

    Scenario Deck Card 3:
    Shaitan Ghul
    Monster 5

    Traits
    Elemental
    Undead
    Janni

    Check
    Combat
    20

    Powers
    The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Scenario Deck Card 4:
    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.

    Scenario Deck Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Scenario Deck Card 6:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Scenario Deck Card 7:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

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

    Scenario Deck Card 8:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

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

    Scenario Deck Card 9:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    Scenario Deck Card 10:
    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.

    Scenario Deck Card 11:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Scenario Deck Card 12:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 13:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Scenario Deck Card 14:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Scenario Deck Card 15:
    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.

    Scenario Deck Card 16:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 17:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

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

    Scenario Deck Card 18:
    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.

    Scenario Deck Card 19:
    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.

    Scenario Deck Card 20:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Scenario Deck Card 21:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 22:
    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.

    Scenario Deck Card 23:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

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

    Scenario Deck Card 24:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 25:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

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

    Scenario Deck Card 26:
    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.

    Scenario Deck Card 27:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 28:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

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

    Scenario Deck Card 29:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Scenario Deck Card 30:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

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

    Scenario Deck Card 31:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

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

    Scenario Deck Card 32:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Hayato

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

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

    Chisisek's Tomb Card 3:
    Sling Staff +2
    Weapon 6

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Chisisek's Tomb Card 4:
    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.

    Chisisek's Tomb Card 5:
    Ride the Lightning
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    15

    Powers
    Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Chisisek's Tomb Card 6 - Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

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

    Crypt Card 1:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Crypt Card 2:
    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.

    Crypt Card 3:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

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

    Crypt Card 4:
    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.

    Crypt Card 5:
    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.

    Crypt 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.

    Crypt Card 7 - Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

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

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    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.

    Mumia Lab Card 3:
    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.

    Mumia Lab Card 4:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    Scarab of Khepri
    Item 6

    Traits
    Object
    Magic
    Khepri

    Check
    Wisdom
    Survival
    10

    Powers
    Reveal this card to add a die to your checks against a card that has the Animal trait.
    Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    Mumia Lab Card 7:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

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

    Sepulcher of the Servant Card 1:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Sepulcher of the Servant Card 2:
    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.

    Sepulcher of the Servant Card 3:
    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.

    Sepulcher of the Servant Card 4:
    Qasin
    Ally 2

    Traits
    Outsider
    Psychopomp

    Check
    Charisma
    Diplomacy
    Divine
    10

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

    Sepulcher of the Servant Card 5:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Sepulcher of the Servant Card 6:
    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.

    Sepulcher of the Servant Card 7 - Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


  • Deck Handler Human Cleric

    Updated hand (size 8, not 7):

    Zarlova wrote:
    Hand: Evangelist, Cloudburst, Scrying, Channel the Gift, Greyflame Mace, Shield Cloak, Blessing of Milani, Blessing of Maat,

    Turn 1: Blessing of Abadar

    Free Explore: Mummy Lord (Combat 32)

    BYA: Summon a random monster with the undead trait (Mummy, combat 30)

    Reveal Cloudburst. Reveal Evangelist. Radovan recharges Blessing of the Elements to add a die.

    Combat 30: 1d10 + 7 + 2 + 1 + 1d10 + 3d6 ⇒ (8) + 7 + 2 + 1 + (1) + (4, 1, 5) = 29 -> Discard Blessing of Maat to add 3 to the roll. 32, pass. Suffer a Random scourge: 1d10 ⇒ 3 -> Curse of Vulnerability

    Cloudburst autorecharges with evangelist, place it on top.

    Mummy Lord (Combat 32)
    Reveal Greyflame Mace (1d4+1d8+2). Recharge Channel the gift to add divine (1d10+7). Recharge Evangelist (1d4). Discard Blessing of Milani (1d4).
    Hayato recharges blessing of Shizuru to add 1d4.
    Radovan recharges Blessing of Shizuru to add 1d4.

    Combat 32: 1d4 + 1d8 + 2 + 1d10 + 7 + 2 + 1d4 + 1d4 + 1d4 ⇒ (4) + (8) + 2 + (1) + 7 + 2 + (2) + (2) + (4) = 32

    Defeated, suffer a random scourge: 1d10 ⇒ 8 -> Curse of the Sphinx

    End turn, reset hand.

    Zarlova wrote:

    Hand: Blessng of Nethys, Cloudburst, Scrying, Eagle Aerie, Greyflame Mace, Shield Cloak, Blessing of Abadar, Exalted

    Displayed: Curse of Vulnerability, Curse of the Sphinx,
    Deck: 13 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Radovan recharge Blessing of Shizuru and Blessing of the Elements.

    Hayato recharges Blessing of Shizuru.


    Deck Handler Blessing 3, Ally 3

    Turn 2, under the Blessing of the Ancients.
    I forgot to make the roll here until after I finished the turn, and if I edit it in now it'll upset all the rest of my rolls. But at the start of my turn I autopass my Constitution check (1d10+3 >= 4).

    Steeling herself against the oncoming swarm, Vika is ready and willing to destroy some monsters...

    Free Exploration - Card #2: Elder Ifreeti
    Reveal Greatclub +3 for combat. Topdeck Ring of Stony Flesh for +1d6
    Check to Defeat - Combat 19: 1d10 + 6 + 1d10 + 3 + 1d6 ⇒ (10) + 6 + (2) + 3 + (3) = 24 - Defeated
    Draw a random Weapon (Axe of the Imperative)

    As an elemental approaches her she leaps into action, slamming into it with her club. Once she has subdued it, she pulls out a Spyglass to examine the battlefield and get an eye on what's still approaching.

    Discard Magic Spyglass to examine the top three cards
    Card #3: Shaitan Ghul - Scenario trigger
    Scenario text - Recharge Warhorse and encounter Shaitan Ghul.
    BYA - Discard Axe of the Imperative.
    Reveal Greatclub +3 for combat. Discard Blessing of Shizuru for 2 dice.
    Check to Defeat - Combat 20/26: 3d10 + 6 + 1d10 + 3 ⇒ (7, 3, 8) + 6 + (7) + 3 = 34 - Defeated, no scourge.
    Card #4: Vanth
    Card #5: Sun Falcon.
    Place Sun Falcon back on top, then Vanth.

    She spies another elemental, this one a spectre of its former self, wrenched back from the dead. And he spots her as well, lurching towards her before she can even put down the spyglass, he knocks it out of her hands to a rough landing on the stone below. "You better not have broken that!" she hollers, taking a step back and swinging her club once more.

    Discard Blessing of the Drunken Hero to explore - Card #5: Sun Falcon.
    Reveal Greatclub +3 for combat.
    Check to Defeat - Combat 11: 1d10 + 6 + 1d10 + 3 ⇒ (6) + 6 + (8) + 3 = 23 - Autopass. Falcon is shuffled into the Blessings Deck.

    Once the undead janni is dealt with, Vika heads off after the Sun Falcon that she'd spotted. She's heard that they can bring good luck, and it sounds like her and her friends could use a bit of that right now. She quickly manages to kill it and pluck a lucky feather, but the breeze blows it away. Hopefully, one of her friends will spot that soon, and the blessing that it brings.

    End my turn, and draw 5 to reset my hand. Alllll the weapons.

    Vika wrote:

    Hand: Greatclub +3, Ring of Stony Flesh, Reflecting Buckler, Pillaging Mace, Jorgenfist Spear, Breakaway Spear,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Notes: +2 to acquire Weapons and Armor at my location
    If Ezren or Radovan wants to come hang out with me, they're welcome to use my mace or club for an extra 1d6+1, because I've got far too many weapons right now. ;-)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10+4
    Craft: Strength +1
    Melee: Strength +2
    Dexterity d6
    Disable: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +1
    Intelligence d4
    Wisdom d8
    Charisma d4

    Favored Card Type: Weapon
    Hand Size 6
    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 (or another card of the same type in your discard pile) instead.
    When you would bury an armor or weapon, you may discard it instead.
    Add 2 to any check to acquire a weapon or armor by you or another character at your location.

    Siege Deck #2 and #3 are banished. #4 is known and on top of the deck. #5 is shuffled into the Blessings deck.


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario:

  • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.
    Defensive Stance:
    Powers
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

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

    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:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.

    Monster 3
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 4
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 2
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 3
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 4
    Spoiler:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Barrier 5
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 2
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

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

    Weapon 3
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    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+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 4
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 5
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Spell 2
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 3
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

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

    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:
    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 4
    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 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:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 2
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    11

    Powers
    Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.

    Item 3
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Item 4
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Item 5
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Hippopotamus Mud Elemental
    Ally 6

    Traits
    Elemental
    Acid

    Check
    Wisdom
    Survival
    14

    Powers
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check by a character at your location that invokes the Acid or Bludgeoning trait.
    Discard this card to explore your location. Add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration.

    Ally 4
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Neb-at
    Ally 1

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    6

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 2
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing C

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessing 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 the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Turn: 3 Ezren/Yewstance

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Hayato)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 2 (Turn 5 Radovan)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 3 (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 4 (Turn 7 Vika)
    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.

    Blessings Deck Card 5 (Turn 8 Ezren)
    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 6 (Turn 9 Hayato)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 7 (Turn 10 Radovan)
    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.

    Blessings Deck Card 8 (Turn 11 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 9 (Turn 12 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 10 (Turn 13 Ezren)
    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 14 Hayato)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Blessings Deck Card 12 (Turn 15 Radovan)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 16 Zarlova)
    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 14 (Turn 17 Vika)
    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 18 Ezren)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

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

    Blessings Deck Card 16 (Turn 19 Hayato)
    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.

    Blessings Deck Card 17 (Turn 20 Radovan)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 18 (Turn 21 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 19 (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 20 (Turn 23 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 21 (Turn 24 Hayato)
    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.

    Blessings Deck Card 22 (Turn 25 Radovan)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 23 (Turn 26 Zarlova)
    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 24 (Turn 27 Vika)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 25 (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 26 (Turn 29 Hayato)
    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 27 (Turn 30 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 28 (Turn 31 Zarlova)
    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.

    Scenario Deck Card 1 - Vanth:
    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.

    Scenario Deck Card 2:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Scenario Deck Card 3:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

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

    Scenario Deck Card 4:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

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

    Scenario Deck Card 5:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    Scenario Deck Card 6:
    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.

    Scenario Deck Card 7:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Scenario Deck Card 8:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 9:
    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.

    Scenario Deck Card 10:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Scenario Deck Card 11:
    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.

    Scenario Deck Card 12:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 13:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

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

    Scenario Deck Card 14:
    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.

    Scenario Deck Card 15:
    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.

    Scenario Deck Card 16:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Scenario Deck Card 17:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 18:
    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.

    Scenario Deck Card 19:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

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

    Scenario Deck Card 20:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 21:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

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

    Scenario Deck Card 22:
    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.

    Scenario Deck Card 23:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Scenario Deck Card 24:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

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

    Scenario Deck Card 25:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Scenario Deck Card 26:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

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

    Scenario Deck Card 27:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

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

    Scenario Deck Card 28:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

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

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Hayato

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

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

    Chisisek's Tomb Card 3:
    Sling Staff +2
    Weapon 6

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Chisisek's Tomb Card 4:
    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.

    Chisisek's Tomb Card 5:
    Ride the Lightning
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    15

    Powers
    Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Chisisek's Tomb Card 6 - Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

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

    Crypt Card 1:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Crypt Card 2:
    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.

    Crypt Card 3:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

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

    Crypt Card 4:
    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.

    Crypt Card 5:
    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.

    Crypt 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.

    Crypt Card 7 - Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

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

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    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.

    Mumia Lab Card 3:
    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.

    Mumia Lab Card 4:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    Scarab of Khepri
    Item 6

    Traits
    Object
    Magic
    Khepri

    Check
    Wisdom
    Survival
    10

    Powers
    Reveal this card to add a die to your checks against a card that has the Animal trait.
    Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    Mumia Lab Card 7:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

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

    Sepulcher of the Servant Card 1:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Sepulcher of the Servant Card 2:
    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.

    Sepulcher of the Servant Card 3:
    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.

    Sepulcher of the Servant Card 4:
    Qasin
    Ally 2

    Traits
    Outsider
    Psychopomp

    Check
    Charisma
    Diplomacy
    Divine
    10

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

    Sepulcher of the Servant Card 5:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

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

    Sepulcher of the Servant Card 6:
    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.

    Sepulcher of the Servant Card 7 - Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


  • Deck Handler // Searching for: (None)

    I was going to Channel the Gift into Steal Soul, with the assumption that we were continuing with turn order and starting with Hayato. Since we weren't, as discussed in Hangouts, Ezren will start at the Crypt so I'm starting with someone who takes a turn before me.

    Then, at the start of the first turn of the scenario, Ezren uses his power and displays Channel the Gift to search his deck to draw Steal Soul.
    Then, when the Mummy Lord is defeated at his location, Ezren will display Steal Soul, adding 1d4 to all of his checks for the remainder of the scenario.

    ==================

    Ezren starts his turn.
    Blessing of Pharasma discarded from the Blessings Deck.
    Hm. I can't use Canopic Conversion against undead, so I suppose I won't move from the Crypt yet.

    Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.
    Ezren draws Fire Snake into his hand, then places Create Mindscape on top of his deck and Hungering Staff second from the top.
    Arcane 10 (Recharge): 1d12 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11 -> Bound Lantern Archon recharged. (Thank you Steal Soul)

    Ezren takes his free exploration.
    Scenario Deck Card 1: Vanth

    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.

    BYA Scourge: 1d10 ⇒ 3 -> Ezren displays Curse of Vulnerability.
    I'm not waiting for a better target; I've learned my lesson and am using this spell ASAP.

    Ezren sets aside Canopic Conversion for combat.
    Combat 13 (Arcane): 1d12 + 6 + 5d6 + 1d4 ⇒ (9) + 6 + (3, 4, 3, 5, 6) + (2) = 38 -> Vanth defeated; Ezren displays Canopic Conversion and puts the defeated monster on top of it. Ezren may discard his displayed Canopic Conversion to add twice the monster's AD# to any check.

    Ezren discards Erayu and recharges no cards, adding 1d8 to his Intelligence checks during this exploration.
    Scenario Deck Card 2: Curse of the Netheshuun

    Curse of the Netheshuun:

    Barrier 6
    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Ezren uses his power and sets aside Fire Snake to use his Arcane skill in place of his Wisdom skill. Erayu adds 1d8.
    I'm looking to overkill this, because Undead trait, so...
    Ezren uses his power, recharging Disable Mechanism to add a die to his check against a bane invoking Cold.

    Wisdom/Arcane 16 (Fire Snake): 2d12 + 6 + 1d8 + 1d4 ⇒ (3, 3) + 6 + (6) + (2) = 20 -> Curse of the Netheshuun defeated, but even with my bonus die it wasn't an overkill. Ezren suffers a random scourge from the Adventure power.
    BYA Scourge: 1d10 ⇒ 8 -> Ezren displays Curse of the Sphinx, SWEET! The really good curse, especially during a siege scenario.
    Ezren automatically recharges Fire Snake (Arcane 8: 1d12+6+1d4).

    Sorry, Zarlova, but with the amount of explorations I may have this turn I'm going to want to clear off my Curse of Vulnerability.
    Ezren sets aside Game of Afterlife to banish his Curse of Vulnerability, then attempts to recharge Game of Afterlife.

    Intelligence 8: 1d12 + 4 + 1d4 ⇒ (6) + 4 + (4) = 14 -> Game of Afterlife recharged.

    Ezren recharges Khepresh of Refuge to move to the Sepulcher of the Servant. (It's going to be recharged anyway, and I want to recharge it so I can draw it faster.)

    Ezren uses his power, recharging Spite Cloud to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Sepulcher of the Servant.
    Sepulcher of the Servant Card 1: Blessing of the Ancients
    It's a boon, so Ezren recharges his hand (no cards), resets his hand...

    Ezren wrote:

    Hand: Create Mindscape, Hungering Staff, Ukobach, Pyrotechnic Blast, Cartouche of Protection, Arcane Cannonade, Advocate's Armor, Magnetic Grimoire,

    Displayed: Channel the Gift, Steal Soul, Canopic Conversion + Vanth (AD2), Curse of the Sphinx,
    Deck: 8 Discard: 1 Buried: 1
    Notes: Uh oh. This will take a while.

    And Ezren discards Ukobach. I would normally never do that; it's one of my best cards, but there's no point when I now have infinite draw power.

    Resuming exploration...
    Scenario Deck Card 3: Steel Scorpion
    Steel Scorpion:

    Barrier 4
    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

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

    Steel Scorpion has the Lock trait, so Ezren sets aside Pyrotechnic Blast to use his Arcane skill +2d4. Ezren reveals Magnetic Grimoire to add 1d4 to his combat check, and then again for his recharge check, as they invoke fire.
    Disable/Arcane 12 (Arcane): 1d12 + 6 + 2d4 + 1d4 + 1d4 ⇒ (2) + 6 + (2, 3) + (3) + (2) = 18 -> Steel Scorpion defeated.
    Arcane 8 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (6) + 6 + (1) + (3) = 16 -> Pyrotechnic Blast recharged.

    Ezren displays Create Mindscape at the Sepulcher of the Servant.
    Ezren displays Arcane Cannonade.

    Ezren recharges Advocate's Armor to draw Erayu from his discard pile.

    Before I continue my turn, I'll leave a hand update and this post. All my flavor will be in a different post... this will take a while.

    Ezren wrote:

    Hand: Hungering Staff, Cartouche of Protection, Erayu, Magnetic Grimoire,

    Displayed: Channel the Gift, Steal Soul, Canopic Conversion + Vanth (AD2), Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade,
    Deck: 10 Discard: 1 Buried: 1
    Notes: Turn paused.

    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 [X] +2 [X] +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 ([X] 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.
    [X] 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).
    [X] 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: 4
    SHIRT REROLL UNUSED


    Deck Handler // Searching for: (None)

    Hoo boy. Continuing my turn...

    Ezren discards Erayu and recharges no cards, adding 1d8 to his Intelligence checks during this exploration.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Sepulcher of the Servant.
    Sepulcher of the Servant Card 1: Blessing of the Ancients
    It's a boon, so Ezren recharges his hand (in an order of his choice), resets his hand...

    Ezren wrote:

    Hand: Glamour, Mythopoeic Sphinx, Bound Lantern Archon, Disable Mechanism, Fire Snake, Game of Afterlife, Khepresh of Refuge, Spite Cloud,

    Displayed: Channel the Gift, Steal Soul, Canopic Conversion + Vanth (AD2), Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade,
    Deck: 5 Discard: 2 Buried: 1
    Notes: It never ends.

    And Ezren discards Bound Lantern Archon. The draw power is no longer that relevant, and it doesn't expand my options much by being in my hand.

    Resuming exploration...
    Scenario Deck Card 4: Tar Tomb
    Tar Tomb:

    Barrier 5
    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

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

    If I'm planning on resetting my hand, I can just throw everything under the sun at my target. But I'm accepting a discard if I choose to examine my location deck for the hand reset, so lets try not to overdo it.
    Steal Soul and Create Mindscape both add 1d4.

    Intelligence 13: 1d12 + 4 + 2d4 ⇒ (12) + 4 + (4, 1) = 21 -> Tar Tomb defeated.

    Ezren banishes Mythopoeic Sphinx to randomly draw one of the two remaining Sphinx Loot Allies (Tetisurah or Khai-Utef).
    Sphinx Ally (Tetisurah/Khai-Utef: 1d2 ⇒ 2 -> Ezren draws Khai-Utef.

    Khai-Utef:
    Traits
    Sphinx

    Powers
    Recharge this card to add 1 die to any combat check against a monster. If the monster is a villain or henchman, add another die.
    Display this card to reset your hand and examine the top card of any location deck; then you may explore your location. At the end of the turn, discard this card.

    Ezren uses his power, recharging Disable Mechanism to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Siege Deck.
    Scenario Deck Card 5: Shocking Chest
    .
    It's a bane, so nothing happens.

    Resuming exploration...
    Scenario Deck Card 5: Shocking Chest

    Shocking Chest:

    Barrier 4
    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    Ezren sets aside Fire Snake to use his Arcane skill in place of his Disable skill.
    The bane invokes Electricity (as its the only damage type it deals), so Ezren will use his power and recharge Spite Cloud to add a die.

    Disable/Arcane 12 (Fire Snake): 2d12 + 6 ⇒ (11, 10) + 6 = 27 -> Shocking Chest defeated.
    Fire Snake is automatically recharged.
    Ezren draws Galvanic Kopis +2, Acid Splash and Kohl of Uncanny Discernment from defeating the the Shocking Chest.
    Galvanic Kopis +2:

    Weapon 5
    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

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

    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.

    Kohl of Uncanny Discernment:

    Item B
    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Ezren sets aside Game of Afterlife to banish Zarlova's Curse of the Sphinx, as requested.
    Intelligence 8: 1d12 + 4 + 2d4 ⇒ (2) + 4 + (2, 2) = 10 -> Game of Afterlife recharged.

    Ezren displays Glamour next to Radovan, gaining his skills.

    Ezren uses his power, recharging Acid Splash to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Sepulcher of the Servant.
    Sepulcher of the Servant Card 1: Blessing of the Ancients
    .
    It's a boon, so Ezren recharges his hand (in an order of his choice), resets his hand...

    Ezren wrote:

    Hand: Pyrotechnic Blast, Advocate's Armor, Magnetic Grimoire, Cartouche of Protection, Hungering Staff, Disable Mechanism, Spite Cloud, Fire Snake,

    Displayed: Channel the Gift, Steal Soul, Canopic Conversion + Vanth (AD2), Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan),
    Deck: 6 Discard: 3 Buried: 1
    Notes: Maybe I've been here before...
    I know these walls, I've walked this floor...

    And Ezren discards Fire Snake.

    Resuming exploration...
    Scenario Deck Card 6: Hungry Fog
    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.

    Ezren uses his Perception skill, and reveals Magnetic Grimoire to add 1d4, and Create Mindscape adds 1d4 (and, as always, Steal Soul).
    Perception 10: 1d8 + 3 + 1d4 + 1d4 + 1d4 ⇒ (7) + 3 + (4) + (2) + (4) = 20 -> Hungry Fog defeated.

    Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
    Ezren recharges Advocate's Armor to draw Bound Lantern Archon from his discard pile.

    Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.
    Ezren draws Acid Splash into his hand, then places Game of Afterlife on top of his deck and Khepresh of Refuge second from the top.
    Arcane 10 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (3) + 6 + (2) + (3) = 14 -> Bound Lantern Archon recharged.

    Ezren uses his power, recharging Acid Splash to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Siege Deck.
    Scenario Deck Card 7: Devourer Assassin
    .
    It's a bane, so nothing happens. The adventure rule doesn't apply, as it's a villain.

    Resuming exploration...
    Scenario Deck Card 7: Devourer Assassin

    Devourer Assassin:

    Villain Monster 6
    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Oh my GOD, that's throwing a hell of a hitch into my mega-turn. Holding here for the time being...

    Pausing Turn, all characters must complete a BYA Con/Fort 13 check.
    Pausing turn, but my mistake; no effect happens due to the scenario rule.

    Ezren wrote:

    Hand: Pyrotechnic Blast, Fire Snake, Cartouche of Protection, Hungering Staff, Disable Mechanism, Spite Cloud,

    Displayed: Channel the Gift, Steal Soul, Canopic Conversion + Vanth (AD2), Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan),
    Deck: 9 Discard: 2 Buried: 1
    Notes: I used to live alone before I knew - WHAT THE HELL!?

    Okay, I can handle the monster and the BYA check, but nothing for the AYA. My Canopic Conversion is free to use to add 4 to any check for whoever needs it, but that's all I have.

    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 [X] +2 [X] +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 ([X] 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.
    [X] 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).
    [X] 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: 4
    SHIRT REROLL UNUSED


    Deck Handler // Searching for: (None)

    Resuming turn.
    Nevermind, the Devourer Assassin is shuffled back into the Siege deck, and Sepulcher of the Servant Card 1: Blessing of the Ancients is banished.

    Ezren uses his power, recharging Disable Mechanism to ezplore, and examines it first from the Curse of the Sphinx.
    Scenario Deck Card #: 1d22 + 6 ⇒ (12) + 6 = 18
    Scenario Deck Card 18: Void Glyph (TRIGGER)

    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.

    Well, it triggers first, then I explore into it.
    For the trigger check, Ezren will discard Canopic Conversion to add 4 to his check.

    Trigger, Wisdom 14: 1d8 + 3 + 4 + 1d4 + 1d4 ⇒ (4) + 3 + 4 + (2) + (2) = 15 -> Close, but no effect. Ezren attempts to recharge Canopic Conversion.
    Arcane 16 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (12) + 6 + (1) + (1) = 20 -> Canopic Conversion recharged.
    Ezren explores into the Void Glyph properly...
    The bane invokes Cold, so Ezren will recharge Spite Cloud to add a die to his check to defeat.

    Arcane 18: 2d12 + 6 + 1d4 + 1d4 ⇒ (3, 4) + 6 + (2) + (4) = 19 -> Void Glyph defeated.

    Cut some of those checks a little close, but I had a card in my hand that would've provided a reroll, which I'm going to lose anyway on my next exploration.

    Ezren uses his power, recharging Pyrotechnic Blast to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Sepulcher of the Servant.
    Sepulcher of the Servant Card 2: Reed Snake Armor
    .
    It's a boon, so Ezren recharges his hand (in an order of his choice), resets his hand...

    Ezren wrote:

    Hand: Game of Afterlife, Khepresh of Refuge, Khai-Utef, Galvanic Kopis +2, Kohl of Uncanny Discernment, Magnetic Grimoire, Advocate's Armor, Bound Lantern Archon,

    Displayed: Channel the Gift, Steal Soul, Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan),
    Deck: 8 Discard: 2 Buried: 1
    Notes: I've seen your flag on the marble arch,
    Love is not a victory march,
    It's a cold, and it's a broken,
    Hallelujah...

    And Ezren discards Kohl of Uncanny Discernment.

    Resuming exploration...
    Scenario Deck Card #: 1d22 + 6 ⇒ (10) + 6 = 16
    Scenario Deck Card 16: Mummified Sphinx
    Mummified Sphinx:

    Monster 3
    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Lucky about the reset, I suppose, since I have no attack spells (my plan was to use the Galvanic Kopis and stack buffs, or use armor). Shame it recharges Advocate's Armor and Magnetic Grimoire, my 'self-heals' that are helping me through this.
    Ezren recharges his hand in an order of his choosing, then resets it again...

    Ezren wrote:

    Hand: Acid Splash, Fire Snake, Disable Mechanism, Spite Cloud, Canopic Conversion, Pyrotechnic Blast, Cartouche of Protection, Hungering Staff,

    Displayed: Channel the Gift, Steal Soul, Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan),
    Deck: 7 Discard: 3 Buried: 1
    Notes: There was a time when you let me know,
    What's really going on below,
    But now you never show it to me,
    Do you?

    And Ezren buries Hungering Staff.

    Resuming encounter...
    Ezren sets aside Pyrotechnic Blast for combat, with an extra 1d8 added for the Sphinx's fire weakness.
    (In addition to the Steal Soul and Create Mindscape bonuses that I always apply, but don't always call out, there's also the Arcane Cannonade bonus for combat now)

    Combat 17 (Arcane): 1d12 + 6 + 2d4 + 1d8 + 1d4 + 1d4 + 1d6 ⇒ (1) + 6 + (3, 4) + (3) + (4) + (1) + (6) = 28 -> Mummified Sphinx defeated.
    Pyrotechnic Blast is automatically recharged.

    Ezren uses his power, recharging Acid Splash to ezplore, and examines it first from the Curse of the Sphinx.
    Scenario Deck Card #: 1d22 + 6 ⇒ (2) + 6 = 8
    Scenario Deck Card 8: Ossumental Swarm

    Ossumental Swarm:

    Henchman Monster 5
    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Nice! Good thing I kept this in reserve... (though these Undead are making Canopic Conversion hard to use, again).
    The Adventure Rule forces Ezren to recharge Disable Mechanism, then encounter the Ossumental Swarm before his exploration.

    Ezren sets aside Spite Cloud for combat, adding 1d8 thanks to the Acid trait.
    Combat 20 (Arcane): 1d12 + 6 + 4d6 + 1d8 + 1d4 + 1d4 + 1d6 ⇒ (5) + 6 + (1, 2, 1, 6) + (8) + (2) + (4) + (4) = 39 -> Ossumental Swarm defeated.
    Arcane 14 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (2) + 6 + (4) + (1) = 13 -> Spite Cloud recharged.
    Ossumental Swarm was sufficiently overkilled, so Ezren draws Random Blessing 1: Blessing of the Elements.

    Ezren continues with his exploration, now that the examination/trigger is resolved...
    Scenario Deck Card #: 1d22 + 6 ⇒ (18) + 6 = 24
    Scenario Deck Card 24: Ammut

    Ammut:

    Monster 6
    Traits
    Outsider
    Fire

    Check
    Combat
    24

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

    Suddenly, all of the monsters hit. That BYA is virtually harmless right now, actually.
    Radovan takes 1d4 Fire Damage... which is reduced to 0 and he displays a monster next to Norge.

    BYA Fire damage: 1d4 ⇒ 2 -> Ezren takes 2 Fire damage, which is reduced by 1 from Radovan's power, and Ezren reveals Cartouche of Protection to reduce it by a further 2, reducing it to 0. Even so, Radovan displays a monster next to a Devil Form of his choice from his power.
    Ezren sets aside Canopic Conversion for combat.
    Combat 24 (Arcane): 1d12 + 6 + 5d6 + 1d4 + 1d4 + 1d6 ⇒ (12) + 6 + (3, 1, 1, 5, 1) + (1) + (1) + (6) = 37 -> Ammut defeated; Ezren displays Canopic Conversion and puts the defeated monster on top of it. Ezren may discard his displayed Canopic Conversion to add twice the monster's AD# to any check (woohoo, a full +12!!!).

    Taking a pause and posting what I've got so far. Turn still ongoing.

    Ezren wrote:

    Hand: Blessing of the Elements, Fire Snake, Cartouche of Protection,

    Displayed: Channel the Gift, Steal Soul, Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan), Canopic Conversion (Ammut, AD6),
    Deck: 11 Discard: 3 Buried: 2
    Notes: I remember when I moved in you,
    The holy dove was moving too,
    And every breath we drew was,
    Hallelujah.

    I'll stop singing lyrics in these notes now, I just needed something to fill the space. Also, awesome use of Canopic Conversion, now; I can basically auto-pass a variety of checks with that kind of support.

    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 [X] +2 [X] +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 ([X] 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.
    [X] 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).
    [X] 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: 4
    SHIRT REROLL UNUSED


    Deck Handler // Searching for: (None)

    Resuming my turn, again. Also, I've given some monsters to Radovan and a de-curse to Zarlova so far, so I'm totally being a team player, I promise.

    Ezren uses his power, recharging Fire Snake to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Sepulcher of the Servant.
    Sepulcher of the Servant Card 2: Reed Snake Armor
    .
    It's a boon, so Ezren recharges his hand (in an order of his choice), resets his hand...

    Ezren wrote:

    Hand: Advocate's Armor, Magnetic Grimoire, Bound Lantern Archon, Khai-Utef, Khepresh of Refuge, Game of Afterlife, Galvanic Kopis +2, Pyrotechnic Blast,

    Displayed: Channel the Gift, Steal Soul, Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan), Canopic Conversion (Ammut, AD6),
    Deck: 5 Discard: 3 Buried: 2
    Notes: No lyrics!

    And Ezren discards Galvanic Kopis +2.

    Resuming exploration...
    Scenario Deck Card #: 1d22 + 6 ⇒ (11) + 6 = 17
    Scenario Deck Card 17: Ossumental Swarm
    Ossumental Swarm:

    Henchman Monster 5
    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    *Checks to make sure that this isn't the same one as before*. Nope, we're good. My combat abilities probably won't be 30+ range right now, though.
    Ezren sets aside Pyrotechnic Blastfor combat, and reveals Magnetic Grimoire to add 1d4.
    Combat 20: 1d12 + 6 + 2d4 + 1d4 + 1d4 + 1d4 + 1d6 ⇒ (4) + 6 + (3, 3) + (1) + (1) + (1) + (5) = 24 -> Ossumental Swarm defeated, Ezren suffers a scourge for not sufficiently overkilling the Swarm.
    Scourge die: 1d10 ⇒ 3 -> Ezren displays Curse of Vulnerability.
    Pyrotechnic Blast is automatically recharged.

    Ezren sets aside Game of Afterlife to banish Curse of Vulnerability.
    Intelligence 8: 1d12 + 4 + 1d4 + 1d4 ⇒ (9) + 4 + (1) + (3) = 17 -> Game of Afterlife recharged.

    Ezren recharges Magnetic Grimoire to draw Galvanic Kopis +2 from his discard pile.
    Ezren recharges Advocate's Armor to draw Erayu from his discard pile.
    (Keeping those 'heals' coming.)

    Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.
    Ezren draws Acid Splash into his hand, then places Disable Mechanism on top of his deck and Spite Cloud second from the top.
    Arcane 10 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (7) + 6 + (2) + (1) = 16 -> Bound Lantern Archon recharged.

    Ezren uses his power, recharging Acid Splash to ezplore.
    Before exploring, the Curse of the Sphinx takes effect, and Ezren examines the top card of the Sepulcher of the Servant.
    Sepulcher of the Servant Card 2: Reed Snake Armor
    .
    It's a boon, so Ezren recharges his hand (in an order of his choice), resets his hand...

    Ezren wrote:

    Hand: Disable Mechanism, Spite Cloud, Fire Snake, Blessing of the Elements, Cartouche of Protection, Pyrotechnic Blast, Game of Afterlife, Magnetic Grimoire,

    Displayed: Channel the Gift, Steal Soul, Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan), Canopic Conversion (Ammut, AD6),
    Deck: 7 Discard: 2 Buried: 2
    Notes: So... how's things?

    And Ezren discards Pyrotechnic Blast, since it's something I can redraw with Grimoire later.

    Resuming exploration...
    Scenario Deck Card #: 1d22 + 6 ⇒ (17) + 6 = 23
    Scenario Deck Card 23: Ossumental Swarm
    Ossumental Swarm:

    Henchman Monster 5
    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Just hitting all of these, huh? That's not a complaint, though!
    Ezren sets aside Spite Cloud for combat, adding 1d8 thanks to the Acid trait. Ezren reveals Magnetic Grimoire to add 1d4 to both the combat check and the recharge check.

    Combat 20 (Arcane): 1d12 + 6 + 4d6 + 1d8 + 1d4 + 1d4 + 1d4 + 1d6 ⇒ (4) + 6 + (3, 1, 1, 3) + (6) + (4) + (4) + (3) + (1) = 36 -> Ossumental Swarm defeated.
    Arcane 14 (Recharge): 1d12 + 6 + 1d4 + 1d4 + 1d4 ⇒ (3) + 6 + (1) + (4) + (1) = 15 -> Spite Cloud recharged.
    Ossumental Swarm was sufficiently overkilled, so Ezren draws Random Blessing 2: Blessing of the Lady of Graves.

    Lets not leave myself without a combat spell, however weak. Ezren recharges Magnetic Grimoire to draw Pyrotechnic Blast from his discard pile.

    Ezren uses his power, recharging Disable Mechanism to ezplore, and examines it first from the Curse of the Sphinx. (The examined card will be a bane, of course, so no hand reset)
    Scenario Deck Card #: 1d22 + 6 ⇒ (17) + 6 = 23
    Already encountered, reroll: 1d22 + 6 ⇒ (15) + 6 = 21
    Scenario Deck Card 21: Hollow Serpent

    Hollow Serpent:

    Monster 6
    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

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

    Prior to the exploration, the Curse of the Sphinx examination causes the Adventure Rule to trigger, causing Ezren to recharge Game of Afterlife and encounter the Hollow Serpent.
    BYA Discard (Pyrotechnic Blast/Fire Snake/Blessing of the Elements/Cartouche of Protection/Blessing of the Lady of Graves): 1d5 ⇒ 2 -> Ezren discards Fire Snake.
    Hm. I'm left with a hard choice. Go for the Stealth check (I'm still Glamouring Radovan) and discard my Blessing of the Lady of Graves, or spend my Pyrotechnic Blast for a more efficient and effective check... but leave me without an attack spell for my proper encounter?
    I think I'll go with the Blast. If I hit a combat check after this, I've got my Canopic Conversion's bonus +12, plus blessings, plus Radovan's strength.

    Ezren sets aside Pyrotechnic Blastfor combat.
    Combat 16: 1d12 + 6 + 2d4 + 1d4 + 1d4 + 1d6 ⇒ (6) + 6 + (4, 4) + (1) + (1) + (2) = 24 -> Hollow Serpent defeated.
    Pyrotechnic Blast is automatically recharged.

    Resuming exploration, now the examination is finished...
    Scenario Deck Card #: 1d22 + 6 ⇒ (7) + 6 = 13
    Scenario Deck Card 13: Living Sandstorms

    Living Sandstorms:

    Monster 5
    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

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

    BYA: Blessing of Maat is discarded from the Blessings Deck, and Sandstorm is shuffled in.
    Ezren uses Radovan's Strength skill for combat, and discards Canopic Conversion (banishing Ammut) to add 12 to the combat check.

    Combat 18 (Radovan's Strength skill, Canopic Conversion, Steal Soul, Arcane Cannonade): 1d8 + 4 + 12 + 1d4 + 1d6 ⇒ (2) + 4 + 12 + (2) + (5) = 25 -> Living Sandstorms defeated.
    Arcane 16 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (9) + 6 + (1) + (1) = 17 -> Canopic Conversion recharged.

    Alright, I'm good to pause for an update.

    Ezren wrote:

    Hand: Blessing of the Elements, Cartouche of Protection, Blessing of the Lady of Graves,

    Displayed: Channel the Gift, Steal Soul, Curse of the Sphinx, Create Mindscape (Sepulcher of the Servant), Arcane Cannonade, Glamour (Radovan), Canopic Conversion (Ammut, AD6),
    Deck: 13 Discard: 3 Buried: 2
    Notes: Phew, exhausting work.

    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 [X] +2 [X] +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 ([X] 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.
    [X] 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).
    [X] 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: 4
    SHIRT REROLL UNUSED


    During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario:

  • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.
    Defensive Stance:
    Powers
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

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

    Monster 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:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

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

    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:
    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:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Barrier 2
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Barrier 3
    Spoiler:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Barrier 4
    Spoiler:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    Barrier 5
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

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

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 2
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 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:
    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:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 4
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

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

    Spell 5
    Spoiler:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

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

    Armor 4
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 5
    Spoiler:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

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

    Random Items:
    Item 1
    Spoiler:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 2
    Spoiler:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 3
    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.

    Item 4
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Item 5
    Spoiler:
    Ring of Energy Resistance
    Item 6

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Sehela
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal
    Alchemist

    Check
    Charisma
    Diplomacy
    15

    Powers
    Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ally 3
    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 4
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Random Blessings:
    Blessing 1
    Spoiler: