Ezren "His Father's Son" |
I know I feel better that the Ghul's defeated.
Off turn, as per my notes at the end of my last turn, Ezren takes the following actions...
1. Recharge Advocate's Armor to draw Bound Lantern Archon from my discard pile.
2. Set aside Bound Lantern Archon to look at the top 3 cards of my deck and draw Channel the Gift from them (the order of the rest doesn't matter; my deck's about to be shuffled).
Arcane 10 (Curse of Withering): 1d10 + 6 ⇒ (9) + 6 = 15 -> Bound Lantern Archon recharged.
3. Recharge Advocate's Armor 2 to draw Ukobach from my discard pile.
4. Recharge Magnetic Grimoire to draw Fire Snake from my discard pile.
Then, Zarlova heals Ezren for 3 and cures up to 2 scourges. Ezren banishes Curse of Withering and randomly shuffles 3 cards (Hungering Staff, Steal Soul, Mythopoeic Sphinx) from his discard pile into his deck.
Hand: Channel the Gift, Sand Elemental, Necklace of Fireballs, Ukobach, Fire Snake, Blessing of the Elements, Eruption, Canopic Conversion,
Displayed: Mortevia Strassel, Phoenix Cloak,
Deck: 10 Discard: 3 Buried: 3
Notes: Sand Elemental may be recharged to prevent Fire or Cold damage dealt to anyone at any location.
Blessing of the Elements is free to use.
ACG - Zarlova |
After Vika flips her blessing, play Channel the Gift for Restorative Touch.
Recharge Channel Divine 14: 1d10 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Play Restorative Touch to heal: 1d4 + 1 ⇒ (2) + 1 = 3
Restorative Touch autorecharges.
Hand update.
Hand: Divine Blaze, Cloudburst, Shield Cloak, Blessing of the Lady of Graves, Blessing of the Seventh Veil, Marionette, Blessing of Maat,
Displayed: Eagle Aerie,
Deck: 9 Discard: 5 Buried: 2
Notes:
Sideboard cards:
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 8
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
[X] Add 2 ([ ]) or 4) to your check that has the Attack trait.
BR Mork |
During This Adventure:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Monster 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 2
Traits
Outsider
Psychopomp
Check
Combat
13
Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.
Monster 5
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.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 5
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
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 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 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.
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 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 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 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 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.
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
Traits
Magic
Arcane
Check
Intelligence
Arcane
13
Powers
Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
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.
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 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.
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 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 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
Armor 3
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 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.
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 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Item 2
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 B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Ally B
Traits
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 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 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 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 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.
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
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 12 Vika/Maelwys0
Top of Blessing Discard Pile: 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: 18
Blessings Deck
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
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
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:6
Notes: Ain-Mekh
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.
Henchman Monster 6
Traits
Undead
Check
Combat
30
Powers
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that cannot be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster 4
Traits
Aberration
Check
Combat
16
THEN
Combat
16
Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
Monster 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.
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.
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.
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 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.
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:1 I:1 Al:0 Bl:0 ?:4
Located here: Zarlova, Ezren
Notes: Shaitan Ghul, Fiendish Sphinx
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.
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.
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
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.
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
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.
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:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:5
Notes: Hanshepsu
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.
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.
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 3
Traits
Trap
Obstacle
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
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.
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.
Villain Monster 2
Traits
Undead
Vampire
Aristocrat
Check
Wisdom
Charisma
6
THEN
Combat
16
Powers
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.
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.
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.
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:0 Bl:0 ?:4
Notes: Handmaiden of Nailah
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Barrier 3
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.
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.
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.
Item 3
Traits
Object
Magic
Trigger
Check
Intelligence
Arcane
11
Powers
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
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.
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.
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M:0 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:4
Located here: Radovan
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 5
Traits
Swarm
Vermin
Mental
Poison
Check
Combat
18
Powers
Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.
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.
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.
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.
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 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.
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.
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
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:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Vika,
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.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:2 ?:2
Located here: Hayato,
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.
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.
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.
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.
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.
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.
Item 2
Traits
Liquid
Alchemical
Mummy
Check
Intelligence
Craft
8
Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
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.
Vika - Maelwys |
Turn 12, under the Blessing of Abadar
Remaining at Eternal Arena
Free Exploration - Card #1: Elder Ifreeti
Discard Breakaway Spear for combat (instead of discarding, recharge Dancing Mace +2 from discard pile)
Check to Defeat - Combat 19: 1d10 + 6 + 1d10 + 3 + 1d10 ⇒ (10) + 6 + (1) + 3 + (7) = 27 - Defeated
Select Weapon, draw Sling Staff +2 from box.
Discard the Blessing of the Father of Creation to explore - Card #2: Returning Throwing Axe +1
Check to Acquire - Dexterity 8: 1d6 + 2 ⇒ (3) + 2 = 5 - Banished.
Attempt to close, summon and encounter random monster #1: Bonestorm
Scenario Effect - Difficulty Increase: 1d12 ⇒ 11
Discard Breakaway Spear for combat (instead of discarding, recharge Jorgenfist Spear from discard pile).
Topdeck Ring of Stony Flesh to add 1d6.
Check to Defeat - Combat 28/34: 1d10 + 6 + 1d8 + 2 + 2d8 + 2 + 1d6 ⇒ (9) + 6 + (7) + 2 + (4, 7) + 2 + (1) = 38 - Defeated by more than 6, no scourge.
Arena is closed.
Recharge: 1d4 - 1 ⇒ (4) - 1 = 3
1d5 ⇒ 2 - Blessing of Shizuru
1d4 ⇒ 3 - Warhorse
1d3 ⇒ 1 - Blessing of the Lord in Iron
End of turn. Discard Sling Staff and draw 2 to reset my hand.
Hand: Breakaway Spear, Magic Spyglass, Rhino Hide Armor, Greatclub +3, Ring of Stony Flesh, Reflecting Buckler,
Displayed: Xandhul Bloodsbane III,
Deck: 14 Discard: 3 Buried: 0
Notes: +2 to acquire Weapons and Armor at my location
Sideboard cards:
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.
Ezren "His Father's Son" |
Ezren starts his turn.
Blessing of the Elements discarded from the Blessings Deck.
Ezren sets aside Channel the Gift to search his deck to draw Glamour. Recharge pile cleared.
Arcane 14: 1d12 + 6 ⇒ (6) + 6 = 12 -> Channel the Gift discarded.
Ezren stays at the Crypt, then takes his free exploration.
Crypt Card 1: 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.
Wisdom 12: 1d10 + 4 ⇒ (7) + 4 = 11 -> Failed. Shattertouch Shotel banished.
Ezren discards Ukobach to draw a card (Boneshatter) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Crypt Card 2: 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.
Looks like I'm wasting my Necklace on it.
Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Combat 12: 3d6 + 12 + 1 ⇒ (5, 5, 5) + 12 + 1 = 28 -> Quicksand Bunyip defeated.
Arcane 9 (Recharge): 1d12 + 6 ⇒ (7) + 6 = 13 -> Necklace of Fireballs recharged.
Ezren uses his power, recharging Boneshatter to ezplore.
Crypt Card 3: Handmaiden of Nailah
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren sets aside Eruption for combat.
Ezren recharges Blessing of the Elements to add a die.
Hayato discards Blessing of the Oathkeeper to add a die.
Combat 36 (Arcane): 3d12 + 6 + 4d6 ⇒ (9, 6, 1) + 6 + (2, 4, 3, 2) = 33 -> Ugh, Ezren uses his Shirt Reroll on the d12 showing "1".
Combat 36 (Arcane): 1d12 + 32 ⇒ (10) + 32 = 42 -> Handmaiden of Nailah defeated (by 6 or more).
Ezren uses Zarlova's Divine skill for the recharge check.
Divine 13 (Recharge): 1d10 + 7 ⇒ (9) + 7 = 16 -> Eruption recharged.
Handmaiden of Nailah defeated. Ezren suffers a random scourge from the Adventure rule, however.
Ezren does not attempt to close the location. Here's desperately hoping that the last monster in this deck isn't yet another Undead, leaving me facing another giant combat check with my then-useless Canopic Conversion.
Ezren discards Sand Elemental to explore his location.
Crypt Card 4: Brilliance of Ra
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Ezren uses his power, (reluctantly) recharging Fire Snake to ezplore.
Crypt Card 5: 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.
Well... may as well recharge the second-last card in my hand to explore. Either I hit the barrier I'm hoping to hit and can restock my full hand, or I hit a monster and I've got nothing left to lose (after recharging my Brilliance of Ra to add the Fire trait).
Ezren uses his power, recharging Canopic Conversion to ezplore.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Ezren will, of course, intentionally fail the first check by rolling Ezren's own Wisdom skill. (Amusingly, of the '8' possible ways of approaching this barrier between my skills and Zarlova's, Ezren's own Wisdom skill is the only option of those 8 that results in an automatic fail - Zarlova and Ezren are too good at Intelligence/Knowledge/Arcane checks!)
Wisdom 12: 1d8 + 3 ⇒ (1) + 3 = 4 -> The Fiendish Sphinx is undefeated; Ezren recharges Brilliance of Ra to empty his hand, then resets his hand...
Hand: Hungering Staff, Advocate's Armor 2, Mythopoeic Sphinx, Magnetic Grimoire, Disable Mechanism, Steal Soul, Advocate's Armor, Bound Lantern Archon,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour,
Deck: 7 Discard: 6 Buried: 3
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren sets aside Disable Mechanism to add 2d8 to his check against a Construct.
Ezren sets aside Bound Lantern Archon to add 1d4 to his combat check (I can honestly say that that is the first time I've ever used that actual power from this ally... but when I have a means of restocking my hand so easily, I can afford to be 'wasteful' with my cards).
Combat 22/24 (Arcane): 1d12 + 6 + 1d6 + 2 + 2d8 + 1d4 ⇒ (9) + 6 + (3) + 2 + (4, 1) + (1) = 26 -> Warrior Dolls defeated. Technically that happens after the recharge checks, though, so...
Ezren uses Zarlova's Divine skill for the recharge check for Disable Mechanism and Bound Lantern Archon.
Divine 12 (Recharge vs Disable Mechanism): 1d10 + 7 ⇒ (9) + 7 = 16 -> Disable Mechanism recharged.
Divine 10 (Recharge vs Bound Lantern Archon): 1d10 + 7 ⇒ (1) + 7 = 8 -> Bound Lantern Archon buried. (Darn; I considered taking a Blessing of Maat to save it, but I probably can't justify the resource expenditure).
Warrior Dolls defeated, and Ezren displays Steal Soul, adding 1d4 to all checks he makes for the remainder of the scenario.
Fiendish Sphinx is shuffled back into the Crypt.
Ezren recharges Advocate's Armor 2 to draw Ukobach from his discard pile.
Ezren recharges Advocate's Armor to draw Erayu from his discard pile.
Ezren discards Ukobach to draw a card (Necklace of Fireballs) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Crypt Card #: 5 + 1d2 ⇒ 5 + (1) = 6
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 -> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choosing, then resets his hand...
Hand: Boneshatter, Blessing of the Elements, Eruption, Fire Snake, Canopic Conversion, Brilliance of Ra, Disable Mechanism, Advocate's Armor 2,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 6 Discard: 5 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren uses Zarlova's Divine skill for the recharge check for Disable Mechanism.
Divine 12 (Recharge vs Disable Mechanism): 1d10 + 7 + 1d4 ⇒ (6) + 7 + (2) = 15 -> Disable Mechanism recharged.
Fiendish Sphinx is shuffled back into the Crypt.
For readability, pausing my turn here, to be continued in a separate post.
Hand: Boneshatter, Blessing of the Elements, Eruption, Fire Snake, Canopic Conversion, Brilliance of Ra, Advocate's Armor 2,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 7 Discard: 5 Buried: 4
Notes: Paused.
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:
Die Bumps remaining: 4
SHIRT REROLL USED
Hayato discarded Blessing of the Oathkeeper (or another player may discard a blessing, if offered)
Ezren "His Father's Son" |
Continuing turn...
Ezren uses his power, recharging Boneshatter to move to the Ruined Temple and ezplore.
Ruined Temple Card 1: Blessing of Wadjet
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Ezren recharges Advocate's Armor to draw Sand Elemental from his discard pile.
Ezren uses his power, discarding (not recharging) Fire Snake to move to the Crypt and ezplore.
Crypt Card #: 5 + 1d2 ⇒ 5 + (2) = 7
Crypt Card 7: 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.
Scenario + Location: Difficulty Increase: 1d12 + 3 + 6 ⇒ (8) + 3 + 6 = 17 -> Oof, from difficulty 21 to difficulty 38.
Ezren sets aside Eruption for combat.
Eruption adds the Fire trait; Mummy's weakness adds 1d8.
Ezren recharges Blessing of the Elements to add a die.
So far, Anydice tells me that this is about 65% odds, and there's Blessing of Maat or Lady of Graves to back me up (and stored die bumps) if I fall a bit short; bringing my effective odds (not counting die bumps) to more like 80%. I'll take it.
Combat 38 (Arcane): 2d12 + 6 + 4d6 + 1d8 + 1d4 ⇒ (7, 12) + 6 + (3, 3, 3, 2) + (8) + (4) = 48 -> Mummy defeated. (By more than 6)
Arcane 13 (Recharge): 1d12 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 -> Eruption recharged.
Ezren discards Sand Elemental to explore his location.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 -> Argh!! Sorry, Zarlova, I'm going to ask that you bury Blessing of the Lady of Graves to allow Ezren to roll and subtract the result of his Wisdom die (he'll roll Zarlova's thanks to Glamour).
Wisdom 12: 15 - 1d10 ⇒ 15 - (9) = 6 -> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Advocate's Armor, Magnetic Grimoire, Hungering Staff, Erayu, Necklace of Fireballs, Mythopoeic Sphinx, Disable Mechanism, Boneshatter,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 6 Discard: 6 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds 1 die.
Ezren reveals Magnetic Grimoire to add 1d4, both to the combat and recharge check.
Combat 22/24: 4d6 + 12 + 1d4 + 1d4 ⇒ (4, 2, 4, 6) + 12 + (1) + (2) = 31 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 + 1d4 ⇒ (10) + 6 + (3) + (2) = 21 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Ezren uses his power, recharging Disable Mechanism to move to the Forgery of Ra and ezplore.
Forgery of Ra Card 1: Earth Ossumental
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
BYA: Ezren automatically fails the Dexterity 13 check and takes 1d4 Fire damage (location power).
BYA: Fire Damage: 1d4 ⇒ 3 -> Ezren takes 3 Fire damage, which is decreased by 1 to 2 by Radovan's power, then Ezren reveals Advocate's Armor to decrease it by 2 to 0. Radovan displays a monster next to a Devil Form of his choice as a character at his location took damage.
BYA: Radovan can roll Dexterity to auto-fail and take 1d4 Fire damage... which is reduced to 0 and allows Radovan to display a monster next to Norge.
Scenario: Difficulty Increase: 1d12 ⇒ 12 -> Ooooof. Difficulty 31.
Alright, even when stacking other bonuses, Hungering Staff just isn't going to cut it. So instead...
Ezren sets aside Boneshatter for combat, and reveals Magnetic Grimoire to add 1d4.
Ezren recharges Erayu to add 1d10.
Combat 31 (Arcane): 1d12 + 6 + 2d12 + 1d4 + 1d4 + 1d10 ⇒ (7) + 6 + (11, 11) + (3) + (1) + (9) = 48 -> Earth Ossumental defeated. (By more than 6)
Arcane 15 (Recharge): 1d12 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20 -> Wow, good rolls. Boneshatter recharged.
Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren uses his power, recharging Fire Snake to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 -> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Advocate's Armor 2, Blessing of the Elements, Eruption, Canopic Conversion, Blessing of Wadjet, Brilliance of Ra, Necklace of Fireballs, Disable Mechanism,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 8 Discard: 4 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds 1 die.
Combat 22/24: 4d6 + 12 + 1d4 ⇒ (1, 2, 3, 6) + 12 + (4) = 28 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (7) + 6 + (3) = 16 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
For readability, pausing my turn here, to be continued in a separate post.
Hand: Advocate's Armor 2, Blessing of the Elements, Eruption, Canopic Conversion, Blessing of Wadjet, Brilliance of Ra, Disable Mechanism,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 9 Discard: 4 Buried: 4
Notes: Part 2 of ?.
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:
Die Bumps remaining: 4
SHIRT REROLL USED
Zarlova buried Blessing of the Lady of Graves.
Radovan may display a monster next to Norge, and another next to a Devil of his choice. He technically also has to roll or take Fire damage, but it literally doesn't matter for him. XD
Ezren "His Father's Son" |
Continuing turn (Part 3 of ?)...
Ezren recharges Advocate's Armor 2 to draw Sand Elemental from his discard pile.
Ezren uses his power, recharging Disable Mechanism to move to the Forgery of Ra and ezplore.
Forgery of Ra Card 2: Lightning Storm
Barrier C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Ezren discards Blessing of Wadjet to examine his location.
Forgery of Ra Card 3: Nailah
(Oh wow that's a nasty henchman... but I can take it, I think.)
Ezren uses the Blessing of Wadjet's power to explore.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Radovan technically must also make the BYA roll or suffer damage... but it'd be Fire damage due to the location, and he's immune anyway. And he's already displayed all the monsters he can this turn, so it's a non-event, really.
Location: Nailah has the Fire trait, and is Immune to Fire.
Ezren sets aside Eruption for combat - Eruption has the Fire trait, but Ezren ignores immunities of banes that have an elemental trait.
(I also note that, upon close inspection of the rulebook, I made a couple tiny errors; the difficulty of a check is determined after you choose the card to define the skill you're using - for example, an attack spell - but before you play other cards to affect the check. So I need to declare my spell/weapon before rolling for the scenario power.)
Scenario: Difficulty Increase: 1d12 ⇒ 8 -> Nailah's difficulty to defeat is 30.
Ezren recharges Blessing of the Elements to add a die.
Since Nailah invokes Fire, Ezren recharges Brilliance of Ra to add a die.
Combat 30 (Arcane): 3d12 + 6 + 4d6 + 1d4 ⇒ (7, 3, 9) + 6 + (2, 5, 1, 3) + (1) = 37 -> Eruption has the Electricity trait, so Nailah is defeated. (By more than 6.)
Arcane 13 (Recharge): 1d12 + 6 + 1d4 ⇒ (11) + 6 + (2) = 19 -> Eruption recharged.
I gotta say, I was super lucky that I encountered that henchmen whilst I had Eruption in hand - it's the only card in my deck that can kill it! (That said, I could've just taken the damage to Sand Elemental, reset my hand off the Crypt, and try again over and over.)
Anyway, Ezren attempts to close the Forgery of Ra by taking 1d6 Fire damage.
Fire Damage (Closing): 1d6 ⇒ 1 -> I mean, I was prepared to just recharge Sand Elemental to reduce the damage taken to 0, but that also works! Ezren takes 1 Fire damage, which is reduced to 0 by Radovan, our faithful bodyguard. :)
Forgery of Ra closed (no villain)!
Ezren uses his power, recharging Canopic Conversion to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 -> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Erayu, Boneshatter, Magnetic Grimoire, Advocate's Armor, Fire Snake, Ukobach, Hungering Staff, Mythopoeic Sphinx,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 8 Discard: 4 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren recharges Erayu to add 1d10.
Combat 22/24 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d4 + 1d10 ⇒ (1) + 6 + (3) + 2 + (1) + (8) = 21 -> Failed. Warrior Dolls defeated. Ezren reveals Advocate's Armor to reduce Combat damage dealt from 1, to 0.
Random Open Location: 1d5 ⇒ 1 -> A random barrier is shuffled into Chisisek's Tomb.
Fiendish Sphinx is replaced into the empty Crypt location.
For readability, pausing my turn here, to be continued in a separate post.
Hand: Boneshatter, Magnetic Grimoire, Advocate's Armor, Fire Snake, Ukobach, Hungering Staff, Mythopoeic Sphinx,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 9 Discard: 4 Buried: 4
Notes: Part 3 of ?
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:
Die Bumps remaining: 4
SHIRT REROLL USED
A random barrier has been shuffled into Chisisek's Tomb.
Forgery of Ra was closed.
Ezren - The Infinite |
Continuing turn (Part 4 of ?)...
Ezren uses his power, discarding (not recharging) Fire Snake to move to the Hall of the Crocodile Kings and ezplore.
Hall of the Crocodile Kings Card 1: Sky Pharaoh's Curse
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren discards Ukobach to draw a card (Necklace of Fireballs) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Hall of the Crocodile Kings Card 2: 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.
Ezren summons and encounters Blightwing.
Henchman Monster 1
Traits
Outsider
Curse
Poison
Veteran
Check
Combat
11
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
The check invokes Poison, so the location power adds a die.
Combat 23 (Arcane): 2d12 + 6 + 1d6 + 2 + 1d4 + 1 ⇒ (10, 10) + 6 + (4) + 2 + (2) + 1 = 35 -> Blightwing defeated, Inevitable Trap banished.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren discards Ukobach to draw a card (Advocate's Armor 2) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Hall of the Crocodile Kings Card 3: 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.
Ukobach still adds +1 to this check, as Ezren ignores the immunities of Ammut.
Speaking of ignoring immunities...
Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Combat 24: 3d6 + 12 + 1 + 1d4 ⇒ (5, 3, 6) + 12 + 1 + (2) = 29 -> Ammut defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 -> Necklace of Fireballs recharged.
Finally, Ezren banishes Mythopoeic Sphinx to draw a random Sphinx Loot Ally from the box...
Random Sphinx Loot Ally (Tetisurah, Khai-Utef): 1d2 ⇒ 1 -> Alas, Ezren draws Tetisurah from the box.
Ezren discards Tetisurah to explore his location.
Hall of the Crocodile Kings Card 4: 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.
Knowledge 13: 2d12 + 5 ⇒ (12, 4) + 5 = 21 -> Killing Box defeated.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren uses his power, discarding (not recharging) Fire Snake to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Disable Mechanism, Blessing of the Elements, Brilliance of Ra, Eruption, Canopic Conversion, Sand Elemental, Erayu, Magnetic Grimoire,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
Deck: 6 Discard: 6 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Divine 12 (Recharge): 1d10 + 7 + 1d4 ⇒ (5) + 7 + (2) = 14 -> Disable Mechanism recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
I think I've cleared the Hall of the Crocodile Kings of barriers, so Fire Snake is not nearly as important anymore. I'll stock attack spells since I think there's 3 monsters left, yet.
Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren uses his power, recharging Fire Snake to move to the Hall of the Crocodile Kings and ezplore.
Hall of the Crocodile Kings Card 5: Knot of Isis
Item 3
Traits
Object
Magic
Trigger
Check
Intelligence
Arcane
11
Powers
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
It's... kinda suspicious how all of the acid and poison themed barriers and items seemed to be at the poison/acid themed location. Convenient.
Arcane 11: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (3) = 12 -> Steal Soul saves the day yet again! Knot of Isis acquired.
Ezren discards Erayu and recharges no cards, adding 1d8 to his Intelligence checks during this exploration.
Hall of the Crocodile Kings Card 6: 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.
Ezren sets aside Canopic Conversion for combat.
Location: Ezren adds a die as the check invokes Acid.
Combat 21 (Arcane): 2d12 + 6 + 5d6 + 1d4 ⇒ (8, 10) + 6 + (3, 3, 4, 5, 3) + (4) = 46 -> Furies of the Drowned Desert 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# (12) to any check.
Awesome! Running out of spells, though, so I need to reset again...
Ezren uses his power, discarding (not recharging) Eruption to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Advocate's Armor, Necklace of Fireballs, Advocate's Armor 2, Boneshatter, Ukobach, Hungering Staff, Disable Mechanism, Magnetic Grimoire,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canopic Conversion (AD6: Furies of the Drowned Desert),
Deck: 5 Discard: 7 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 2d4 ⇒ (3, 6, 2, 5) + 12 + (3, 2) = 33 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (11) + 6 + (2, 4) = 23 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.
Ezren uses his power, recharging Disable Mechanism to move to the Hall of the Crocodile Kings and ezplore.
Hall of the Crocodile Kings Card 7: 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.
Ezren displays Canteen.
Ezren recharges Advocate's Armor to draw Erayu from his discard pile.
Ezren discards Ukobach to draw a card (Fire Snake) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Hall of the Crocodile Kings Card 8: Handmaiden of Nailah
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Difficulty Increase: 1d12 ⇒ 5 -> A mere difficulty 25; this'll be fine.
Ukobach adds an additional 1.
Ezren recharges Erayu to add 1d10.
Combat 25 (Arcane): 1d12 + 6 + 4d6 + 1 + 1d10 + 1d4 ⇒ (9) + 6 + (3, 3, 3, 1) + 1 + (10) + (4) = 40 -> Handmaiden of Nailah defeated. (By more than 6.)
Arcane 13 (Recharge): 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 -> Eruption discarded.
Ezren attempts to close the Hall of the Crocodile Kings by summoning and encountering an 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.
In the absence of a BR ruling, however, I'll play it safe and just use the following so no retcon could be needed later.
Ezren sets aside Fire Snake to use Zarlova's Divine skill in place of his Wisdom skill.
Location: Ezren adds a die to his check as it invokes Acid.
Divine 15: 2d10 + 7 + 1d4 ⇒ (10, 1) + 7 + (1) = 19 -> Acid Pool defeated and Hall of the Crocodile Kings closed (no villain)!
Fire Snake is automatically recharged.
Ezren draws...
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.
Wow, a Weapon 6!
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren uses his power, recharging Boneshatter to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Necklace of Fireballs, Magnetic Grimoire, Disable Mechanism, Advocate's Armor 2,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canopic Conversion (AD6: Furies of the Drowned Desert), Canteen,
Deck: 8 Discard: 7 Buried: 4
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 2d4 ⇒ (5, 2, 5, 6) + 12 + (1, 3) = 34 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (1) + 6 + (1, 1) = 9 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
For readability, pausing my turn here, to be continued in a separate post... though I might actually need to head to bed. This is taking hours....
Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Magnetic Grimoire, Disable Mechanism, Advocate's Armor 2,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canopic Conversion (AD6: Furies of the Drowned Desert), Canteen,
Deck: 8 Discard: 7 Buried: 4
Notes: Part 4 of ?
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:
Die Bumps remaining: 4
SHIRT REROLL USED
Hall of the Crocodile Kings closed.
BR Mork |
During This Adventure:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Monster 5
Traits
Swarm
Vermin
Mental
Poison
Check
Combat
18
Powers
Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Barrier 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 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
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 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 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.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
Weapon 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
Traits
Mace
Melee
Bludgeoning
Acid
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Weapon 4
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
9
Powers
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Spell 5
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 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.
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
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 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 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
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.
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.
Item 2
Traits
Liquid
Poison
Check
Intelligence
Craft
8
Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Item 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
Traits
Liquid
Magic
Divine
Check
Craft
Wisdom
Divine
12
Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Item 3
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.
Ally 2
Traits
Human
Cleric
Check
Charisma
Diplomacy
10
Powers
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.
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
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 B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally 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.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 13 Ezren/Yewstance
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 17
Blessings Deck
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
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
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:6
Notes: Ain-Mekh
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Monster 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.
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.
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.
Monster 4
Traits
Aberration
Check
Combat
16
THEN
Combat
16
Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
Monster 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.
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.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
30
Powers
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that cannot be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Zarlova,
Notes: Shaitan Ghul, Fiendish Sphinx
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
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:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:5
Notes: Hanshepsu
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.
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.
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 3
Traits
Trap
Obstacle
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
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.
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.
Villain Monster 2
Traits
Undead
Vampire
Aristocrat
Check
Wisdom
Charisma
6
THEN
Combat
16
Powers
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.
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.
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.
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:
Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Radovan,
Notes: Lightning Storm displayed
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
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,
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:2
Located here: Hayato,
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.
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.
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.
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.
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.
Item 2
Traits
Liquid
Alchemical
Mummy
Check
Intelligence
Craft
8
Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
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.
ACG - Radovan |
Off Turn
Discard Blessing of Ra
From various damage to people and self.
Draw Monster #1 on Fell -> Ubashki Swarm (1)
Draw Monster #2 on Norge -> Skull Ripper (3)
Ezren - The Infinite |
Thank you to Zarlova, Hayato and Radovan for updating your Deck Handlers (allowing the Party Sheet to be more readable for me in this trying time).
Thank you in particular to the BR for the mid-turn scenario update.
And, of course, thank you to the party for putting up with Ezren's nonsense. :)
Note that I had accidentally not cleared some cards from my recharge or discard piles when moving them during my last post, leading to slightly off deck or discard pile sizes (by 1); but I checked and there was no gameplay issues presented; just wrong numbers.
And amendment: Sling Staff +2 has been replaced in my Deck Handler with...
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.
Incidentally, what an awful weapon. Based on a strict reading (which may or may not be the intent, but the rules certainly say); it cannot ever be legally used except against...
Otherwise, it's an illegal play. What an absolute farce of a weapon.
==========================
Continuing turn (Part 5 of ?)...
Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.
My hand's fine, except that I only have 2 spells. If I recharge one to move away from the Crypt and explore, and then have to spend one for any reason (like in combat) then I can't move back to the Crypt to continue my infinite combo.
That said, if I redraw my hand by running it through the Fiendish Sphinx yet again, I still won't actually have more than 2 spells in hand; I've been stuffing my deck too big with nonspells, clearly. I need to intentionally leave more cards in discard.
I suppose I would have 2 spells plus Ukobach (and therefore means to draw more), and Hungering Staff, so it'd be a better hand; but there's always that 30% or so chance that I actually beat the Fiendish Sphinx despite my best attempts, so I'm trying not to push my luck against it over and over.
So instead I'll try to encounter another spell soon. Since it's comprised of 2/7 spells, I'll go to the Ruined Temple and hope I encounter one before I find a monster there.
Ezren uses his power, recharging Disable Mechanism to move to the Ruined Temple and ezplore.
Ruined Temple Card 1: Geniekin
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.
There's one other method of getting through whilst saving my Eruption spell, though. It'll cost me a different spell, but a harder spell to use and cycle, so I think it's worth it. Let's try this...
Ezren uses his untrained Melee skill for combat.
Ezren recharges Brilliance of Ra to add the Fire trait to his check.
Ezren recharges Blessing of the Elements to add a die to his check.
Ezren buries Canopic Conversion (from the Ruined Temple's power), banishing the Furies of the Drowned Desert (AD6) atop it to add 12 and the Undead trait to his check.
Steal Soul adds 1d4, as always.
Combat 20 (Melee): 1d4 + 1d4 + 12 + 1d4 ⇒ (4) + (4) + 12 + (4) = 24 -> Wow, I feel like my 1d4s have consistently hit high throughout this mega-turn. Geniekin defeated.
I lost my Canopic Conversion, but it did it's job. Now lets restock my hand before I try again to find a spell.
I won't recharge my Advocate's Armor to draw an ally; I've learned my lesson of filling my deck with nonspells.
Ezren uses his power, recharging Eruption to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12-> Ugh. I wish I'd Glamoured literally any other character about now, so I could actually autofail this.
I'll save Zarlova's Blessing of Maat - we're finishing the AP anyway. Ezren expends a die bump (he now has 3 left) to lower it further to 11.
The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Erayu, Fire Snake, Advocate's Armor, Boneshatter, Ukobach, Hungering Staff, Thousand Stings Whip, Necklace of Fireballs,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
Deck: 8 Discard: 5 Buried: 5
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 2d4 ⇒ (6, 5, 6, 2) + 12 + (3, 3) = 37 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (11) + 6 + (1, 1) = 19 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Now lets try to dig for more spells again; I've got Hungering Staff for combat this time, that doesn't even bury itself! (I suppose I should've redrawn my hand earlier, huh?)
Ezren uses his power, recharging Boneshatter to move to the Ruined Temple and ezplore.
Ruined Temple Card 2: 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.
Ezren discards Ukobach to draw a card (Magnetic Grimoire) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Ruined Temple Card 3: Burglar's Buckler
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren discards Ukobach to draw a card (Disable Mechanism) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Ruined Temple Card 4: Caravan Raider
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Combat 15 (Arcane): 1d12 + 6 + 1d6 + 2 + 1 + 1d4 ⇒ (1) + 6 + (6) + 2 + 1 + (1) = 17 -> Caravan Raider defeated.
Ezren uses his power, discarding (not recharging) Fire Snake to ezplore.
Ruined Temple Card 5: 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.
That's all the spells here; time to tackle the undead-filled locations. The part I wasn't looking forward to.
Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren uses his power, recharging Fire Snake to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Brilliance of Ra, Blessing of the Elements, Eruption, Advocate's Armor 2, Sand Elemental, Knot of Isis, Necklace of Fireballs, Boneshatter,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
Deck: 9 Discard: 6 Buried: 5
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 1d4 ⇒ (4, 4, 2, 1) + 12 + (3) = 26 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
For readability, pausing my turn here, to be continued in a separate post.
Hand: Brilliance of Ra, Blessing of the Elements, Eruption, Advocate's Armor 2, Sand Elemental, Knot of Isis, Boneshatter,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
Deck: 10 Discard: 6 Buried: 5
Notes: Part 5 of ?
Here's where it gets tense; because I have nowhere left but the undead and monster-full locations, so some big combat checks are in my future.
I'm also down my Canopic Conversion and a Die Bump, but up 2 new spells to cycle through for movement/explorations.
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:
Die Bumps remaining: 3
SHIRT REROLL USED
Ezren - The Infinite |
Continuing turn (Part 6 of ?)...
Only 2 spells in hand; yeah I'm going to mulligan that.
Ezren uses his power, recharging Eruption to ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12-> I really wish I hadn't Glamoured Zarlova... Ezren expends another Die Bump (now 2 left) to reduce his result to 11.
The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Advocate's Armor, Magnetic Grimoire, Fire Snake, Disable Mechanism, Acid Splash, Augury, Hungering Staff, Erayu,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
Deck: 9 Discard: 6 Buried: 5
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren uses Zarlova's Divine skill for the recharge check.
Divine 12 (Recharge): 1d10 + 7 + 1d4 ⇒ (9) + 7 + (1) = 17 -> Disable Mechanism recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Ezren uses his power, discarding (not recharging) Fire Snake to move to the Sepulcher of the Servant and ezplore.
Sepulcher of the Servant Card 1: 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.
Scenario: Difficulty Increase: 1d12 ⇒ 4 -> Nice and easy; overall difficulty is 22.
Ezren recharges Erayu to add 1d10.
Combat 22 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d10 + 1d4 ⇒ (8) + 6 + (4) + 2 + (9) + (3) = 32 -> Dark Stalker defeated. (By more than 6)
Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren discards Ukobach to draw a card (Thousand Stings Whip) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Sepulcher of the Servant Card 2: 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.
Divine 14: 1d10 + 7 + 1d4 ⇒ (2) + 7 + (4) = 13 -> That's literally perfect! Ezren uses the previously earned scenario reward and buries Thousand Stings Whip to add 2 to his result, therefore throwing out a dead card whilst also netting me the Armor I want! Elemental Brass Mail acquired.
I suppose I should move to Chisisek's Tomb now; since that Brass Mail can be recharged to reduce Cold damage dealt to me, so it gives me more breathing room against monsters.
Ezren uses his power, recharging Augury to move to the Chisisek's Tomb and ezplore.
Chisisek's Tomb 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.
Alright, running out of spells. Let's restock.
Ezren uses his power, recharging Fire Snake to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Necklace of Fireballs, Eruption, Boneshatter, Advocate's Armor 2, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear,
Deck: 9 Discard: 6 Buried: 6
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 1d4 ⇒ (3, 4, 6, 3) + 12 + (2) = 30 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Only 2 spells; going to mulligan that so I can at least move, cast a combat spell, then move again.
Ezren uses his power, discarding (not recharging) Eruption to ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Disable Mechanism, Magnetic Grimoire, Advocate's Armor, Erayu, Augury, Fire Snake, Acid Splash, Hungering Staff,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear,
Deck: 8 Discard: 7 Buried: 6
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren recharges Erayu to add 1d10.
Combat 22/24 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d10 + 1d4 ⇒ (4) + 6 + (5) + 2 + (5) + (2) = 24 -> Close. Warrior Dolls defeated.
Fiendish Sphinx is replaced into the empty Crypt location.
Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.
Ezren uses his power, recharging Augury to move to the Sepulcher of the Servant and ezplore.
Sepulcher of the Servant Card 3: Handmaiden of Nailah
Henchman Monster 6
Traits
Undead
Incorporeal
Trigger
Check
Combat
20
OR
Divine
15
Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren sets aside Eruption for combat.
Scenario: Difficulty Increase: 1d12 ⇒ 4 -> Overall difficulty 24, that's actually fine, phew.
Using Zarlova's Divine skill once again.
Combat 24 (Divine): 1d10 + 7 + 4d6 + 1d4 ⇒ (1) + 7 + (6, 2, 1, 3) + (3) = 23 -> Oh, uh, shoot. Zarlova discards Blessing of Maat to bump my result up to 26, sorry. Handmaiden of Nailah defeated, but not overkilled sufficiently.
Divine 13 (Recharge): 1d10 + 7 + 1d4 ⇒ (10) + 7 + (1) = 18 -> Eruption recharged.
From the adventure rule, Ezren suffers a scourge...
Scourge Die: 1d10 ⇒ 1 -> Ezren displays Curse of Poisoning.
Ezren closes the Sepulcher of the Servant by burying Hungering Staff.
Ezren uses his power, recharging Disable Mechanism to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Elemental Brass Mail, Necklace of Fireballs, Boneshatter, Advocate's Armor 2, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 8 Discard: 6 Buried: 7
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 1d4 ⇒ (5, 1, 4, 1) + 12 + (4) = 27 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Mulliganning that...
Ezren uses his power, recharging Boneshatter to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren summons and encounters Warrior Dolls.
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren uses Zarlova's Divine skill for the recharge check.
Divine 12 (Recharge): 1d10 + 7 + 1d4 ⇒ (2) + 7 + (2) = 11 -> Disable Mechanism discarded, oh no! Here's hoping that doesn't come back to bite me.
Fiendish Sphinx is replaced into the empty Crypt location.
For readability, pausing my turn here, to be continued in a separate post.
Hand: Erayu, Magnetic Grimoire, Augury, Eruption, Fire Snake, Acid Splash, Advocate's Armor,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 8 Discard: 7 Buried: 7
Notes: Part 6 of ?Another die bump down, the Blessing of Maat down, and a spell down... but also only one real location left to clear.
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:
Die Bumps remaining: 2
SHIRT REROLL USED
Zarlova discards Blessing of Maat.
Ezren - The Infinite |
Continuing turn (Part 7 of ?)...
Ezren uses his power, discarding (not recharging) Fire Snake to move to Chisisek's Tomb and ezplore.
Chisisek's Tomb Card 2: 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.
Ezren ignores Sard's immunities with his power, as it has the Electricity (and Poison) trait.
Ezren sets aside Eruption for combat.
Scenario: Difficulty Increase: 1d12 ⇒ 11 -> Uh oh. Is this the end? Difficulty 34.
Ezren reveals Magnetic Grimoire to add 1d4 to his combat check.
Ezren recharges Erayu to add 1d10.
Requesting that Radovan discard Blessing of the Quartermaster to add a die.
Combat 34 (Arcane): 2d12 + 6 + 4d6 + 1d4 + 1d10 + 1d4 ⇒ (5, 11) + 6 + (4, 1, 4, 3) + (3) + (8) + (3) = 48 -> Sard defeated. (By more than 6)
The AYA power is ignored due to Eruption's power.
Ezren uses Zarlova's Divine skill for the recharge check, and reveals Magnetic Grimoire.
Divine 13 (Recharge): 1d10 + 7 + 1d4 ⇒ (1) + 7 + (1) = 9 -> Aw... Eruption discarded. That can be turned to my advantage, to a point, though - it just means Fire Snake will be hanging in my discard pile for a while longer.
Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.
Ezren discards Erayu and recharges no cards to explore, adding 1d8 to his Intelligence checks during this exploration.
Chisisek's Tomb Card 3: 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.
Erayu adds 1d8.
Intelligence 14: 2d12 + 6 + 1d8 + 1d4 ⇒ (11, 1) + 6 + (6) + (4) = 28 -> Polymorph Gas defeated.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren uses his power, recharging Augury to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Necklace of Fireballs, Boneshatter, Advocate's Armor 2, Elemental Brass Mail, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 6 Discard: 8 Buried: 7
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 1d4 ⇒ (1, 6, 1, 1) + 12 + (3) = 24 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
And the now familiar-mulligan.
Ezren uses his power, recharging Boneshatter to ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Magnetic Grimoire, Eruption, Acid Splash, Advocate's Armor, Augury, Ukobach, Necklace of Fireballs, Boneshatter,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 6 Discard: 8 Buried: 7
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 2d4 ⇒ (6, 3, 6, 6) + 12 + (3, 2) = 38 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (12) + 6 + (3, 1) = 22 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren recharges Advocate's Armor to draw Erayu from his discard pile.
Well prepared for any bane now.
Ezren uses his power, recharging Augury to move to the Chisisek's Tomb and ezplore.
Chisisek's Tomb Card 4: 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.
Ezren recharges Erayu to add 1d10.
Arcane 15: 1d12 + 6 + 1d10 + 1d4 ⇒ (8) + 6 + (2) + (2) = 18 -> Ride the Lightning acquired.
Ezren displays Ride the Lightning.
Ezren discards Ukobach to draw a card (Advocate's Armor 2) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Chisisek's Tomb Card 5: 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.
Royal Naga evaded.
Ezren automatically recharges Fire Snake.
Ezren recharges Advocate's Armor 2 to draw Ukobach from his discard pile.
Ezren discards Ukobach to draw a card (Elemental Brass Mail) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Chisisek's Tomb Card #: 1d7 + 4 ⇒ (6) + 4 = 10
Chisisek's Tomb Card 10: Disrupting Rapier +1
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Ezren uses his power, recharging Eruption to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 -> Here's hoping this is the last time I need to do this... Ezren expends yet another Die Bump (he now has 1 remaining) to decrease his result by 1, to 11.
The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Necklace of Fireballs, Magnetic Grimoire, Augury, Advocate's Armor,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning,
Deck: 7 Discard: 7 Buried: 7
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 2d4 ⇒ (4, 1, 6, 1) + 12 + (3, 4) = 31 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (2) + 6 + (4, 3) = 15 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Once again pausing; I think one more post should do it.
Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Magnetic Grimoire, Augury, Advocate's Armor,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning,
Deck: 8 Discard: 7 Buried: 7
Notes: Part 7 of ?
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:
Die Bumps remaining: 1
SHIRT REROLL USED
Radovan discarded Blessing of the Quartermaster.
Ezren - The Infinite |
Continuing turn (Part 8 of ?)...
Mulliganning that so I can have >2 spells...and I just realized I don't actually need to risk the 1d8+1d4+3 roll all the time; this Augury lets me instead just Trigger it for the same outcome!
Ezren sets aside Augury to examine the Crypt (naming Barrier, but there's only 1 card anyway)...
Crypt Card 6: Fiendish Sphinx (TRIGGER)
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Hand: Erayu, Fire Snake, Advocate's Armor 2, Eruption, Boneshatter, Acid Splash, Elemental Brass Mail, Necklace of Fireballs,
Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning,
Deck: 6 Discard: 7 Buried: 7
Notes: (Augury set aside)
Ezren summons and encounters Warrior Dolls.
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls' weakness adds a die.
Combat 22/24: 4d6 + 12 + 1d4 ⇒ (3, 4, 1, 1) + 12 + (4) = 25 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 -> Necklace of Fireballs recharged.
Fiendish Sphinx is replaced into the empty Crypt location.
Ezren automatically recharges Augury.
Ezren uses his power, recharging Acid Splash to move to Chisisek's Tomb and ezplore.
Chisisek's Tomb Card #: 1d7 + 4 ⇒ (1) + 4 = 5
Chisisek's Tomb Card 5: 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.
Royal Naga evaded.
Ezren automatically recharges Fire Snake.
Ezren discards Erayu and recharges no cards to explore, adding 1d8 to his Intelligence checks during this exploration.
Chisisek's Tomb Card #: 1d7 + 4 ⇒ (1) + 4 = 5
Chisisek's Tomb Card 5: 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.
BYA: Stealth 8: 2d4 ⇒ (3, 3) = 6 -> No such luck.
Ezren randomly chooses an Attack spell to use each time...
Combat #1 (Eruption, Boneshatter, Ride the Lightning): 1d3 ⇒ 1 -> Ezren sets aside Eruption for combat.
Scenario: Difficulty Increase: 1d12 ⇒ 9 -> Difficulty is increased to 25.
Ezren recharges Elemental Brass Mail to add a die.
Combat 25: 2d12 + 6 + 4d6 + 1d4 ⇒ (2, 11) + 6 + (1, 2, 6, 4) + (1) = 33 -> Combat 1 passed by more than 6.
Divine 13 (Recharge): 1d10 + 7 + 1d4 ⇒ (4) + 7 + (4) = 15 -> Eruption recharged.
Combat #2 (Boneshatter, Ride the Lightning): 1d2 ⇒ 2 -> Ezren uses the power on his displayed Ride the Lightning, discarding Advocate's Armor 2 (ugh...) to use his Arcane Skill +4d6+4.
Scenario: Difficulty Increase: 1d12 ⇒ 8 -> Difficulty is increased to 24.
Combat 24: 1d12 + 6 + 4d6 + 6 + 1d4 ⇒ (2) + 6 + (1, 3, 1, 6) + 6 + (3) = 28 -> Combat 2 passed, but not overkilled.
Scourge: 1d10 ⇒ 4 -> Ezren displays Curse of Daybane.
Royal
Ezren uses his power, recharging Boneshatter to ezplore.
Crypt Card 6: Fiendish Sphinx
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (2) = 13 -> The Fiendish Sphinx is... defeated. I don't have enough die bumps and I'm not asking the team to feed me them.
That's all she wrote.
Ezren ends his exploration phase at the now-empty Crypt, and attempts to close it.
Crypt Closing: Wisdom 10: 1d10 + 7 + 1d4 ⇒ (8) + 7 + (1) = 16 -> Crypt closed.
Ezren draws the random Blessing...
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.
Ezren ends his turn, attempting to keep Ride the Lightning displayed.
Ezren recharges Blessing of the Ancients (the top card of the Blessings Discard pile is basic) to add a die.
Arcane 17: 2d12 + 6 + 1d4 ⇒ (1, 8) + 6 + (3) = 18 ->
Ezren automatically recharges Glamour.
Ezren resets his hand...
Hand: Magnetic Grimoire, Advocate's Armor, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Augury, Necklace of Fireballs,
Displayed: Mortevia Strassel, Phoenix Cloak, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning, Curse of Daybane,
Deck: 7 Discard: 9 Buried: 7
Then recharges a random card to Curse of Poisoning.
Curse of Poisoning: 1d8 ⇒ 1 -> Ezren recharges Magnetic Grimoire.Hand: Advocate's Armor, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Augury, Necklace of Fireballs,
Displayed: Mortevia Strassel, Phoenix Cloak, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning, Curse of Daybane,
Deck: 8 Discard: 9 Buried: 7
Notes: That's... finally over. That Royal Naga effectively ended me, with a triple-encounter and then eating my hand that would've otherwise been good for numerous more explorations.
Still, I think I've left little enough remaining that the game will end before Ezren gets another turn.Sand Elemental may be recharged to prevent Fire or Cold damage dealt to anyone at any location.
Blessing of the Elements is free to use.
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:
Die Bumps remaining: 1
SHIRT REROLL USED
To confirm: The Forgery of Ra is closed.
The Crypt is now closed.
Ezren "His Father's Son" |
Correction: The Sepulcher of the Servant is not closed, as the villain is there. That doesn't otherwise require a retcon - the rest of my turn works fine as a result.
And I may make a flavor-only post later. But I'm burned out for now - unsurprisingly.
BR Mork |
During This Adventure:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 5
Traits
Construct
Check
Combat
21
Powers
The Graven Guardian of Set is immune to the Mental and Poison traits.
If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.
Monster 6
Traits
Undead
Mummy
Check
Combat
23
Powers
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
Monster 4
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 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Monster 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.
Barrier 3
Traits
Trap
Skirmish
Magic
Trigger
Check
Intelligence
Arcane
Knowledge
13
OR
Wisdom
Survival
10
Powers
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier 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 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 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.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Weapon 4
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 2
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 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
9
Powers
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
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
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Item 3
Traits
Object
Magic
Check
Intelligence
Arcane
9
Powers
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
Item 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.
Item 2
Traits
Liquid
Poison
Check
Intelligence
Craft
8
Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Item 5
Traits
Staff
Attack
Arcane
Magic
Check
Intellgence
Arcane
14
Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.
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.
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.
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 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 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally 4
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.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 14 Hayato/MorkXII
Top of Blessing Discard Pile: Blessing of Isis
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessings Remaining: 16
Blessings Deck
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
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:4
Notes: Ain-Mekh
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.
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.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
30
Powers
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that cannot be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Crypt
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova, Ezren
Notes:
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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Notes:
Villain Monster 2
Traits
Undead
Vampire
Aristocrat
Check
Wisdom
Charisma
6
THEN
Combat
16
Powers
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.
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
Notes:
Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Radovan,
Notes: Lightning Storm displayed
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
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,
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Hayato,
Item 2
Traits
Liquid
Alchemical
Mummy
Check
Intelligence
Craft
8
Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
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.
MorkXII - Hayato |
Hayato watches Ezren zip back and forth, bemused by his constant coming and going. If the wizard wants to tire himself out, so be it, he things to himself. Less energy required by the rest of us.
Display Four-Mirror Armor and Dwarven Plate.
Explore RT 1: Mumia Banished.
Recharge Mighty Steed to topdeck: Sunsword, move to Chisisek's Tomb, and explore: Thunder Undead Cold Lizard
BYA Cold Damage: 1d4 ⇒ 1 Topdeck Ring of Stony Flesh to block.
Discard Defiant Nodachi +3
DC Increase: 1d12 ⇒ 11
Combat 24/30: 1d10 + 6 + 1d10 + 1d10 + 3 + 1d10 + 1d6 ⇒ (4) + 6 + (7) + (8) + 3 + (4) + (6) = 38 Defeated, no curse.
[ooc]End of turn:
Draw up to 6.
Skills and Powers:Hand: Defiant Nodachi +3, Sunsword, Grappler's Mask, Ring of Stony Flesh, Warhorse, Blessing of the ElementsSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +2
Survival +1
CHARISMA d6 +1
Diplomacy +1Powers
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
Displayed: Curse of the Mummy, Dwarven Plate, Four-Mirror Armor
Deck: 10 Discard: 2 Buried: 8
Notes: Shirt reroll not used in 4-6D. 3/5 die bumps remaining.
Use blessing(s) or Jinfu as needed.
BR Mork |
During This Adventure:
During This Scenario:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
Monster 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
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Monster 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 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.
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 3
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
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
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 B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
Perception
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
Weapon 5
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
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.
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
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
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
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 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.
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 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Craft
Divine
12
Powers
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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.
Item 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
Item 1
Traits
Staff
Attack
Magic
Arcane
Divine
Anubis
Check
Arcane
Divine
6
Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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 B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
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 B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Ally 3
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Ally 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 B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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 B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 15 Radovan/huntsfromshadow
Top of Blessing Discard Pile: Blessing of Ra
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 15
Blessings Deck
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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:2 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Hayato,
Notes: Ain-Mekh
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.
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.
Henchman Monster 6
Traits
Undead
Check
Combat
30
Powers
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that cannot be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Crypt
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova, Ezren
Notes:
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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Notes:
Villain Monster 2
Traits
Undead
Vampire
Aristocrat
Check
Wisdom
Charisma
6
THEN
Combat
16
Powers
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.
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
Notes:
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: Lightning Storm displayed
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
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,
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
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.
ACG - Zarlova |
At the end of Hayato's turn, recharge Marionette to use Eagle Aerie to move to the Ruined Temple.
ACG - Radovan |
Off Turn
Discard Blessing of Quartermaster
Turn 15
Start of Turn -
Reveal Ring of Regeneration to recharge Blessing of the Quartermaster
Lighting Storm: 1d4 ⇒ 1
1 Electricity Damage -> Discard
Discard Ring of Regeneration
For taking damage Draw Monster #1 -> Guecubu (3)
Displaying on Quang
Lighting Storm Moves to Location: 1d8 ⇒ 2 -> Crypt
Move to Ruined Temple
Encounter Card #1 -> Blessing of the Elements
Curse of Spinx kicks in Recharge Hand
Draw Hand -> Blessing of the Starsong 2, Hrym, Maftet Hunter, Wayfinder, Meteor Hammer +3, Adamantine Sai +2
Encounter Blessing of the Elements
Str 6: 1d8 + 4 ⇒ (5) + 4 = 9 -> Acquired
Bury Blessing of the Elements to close location.
Choose to draw random blessing #1 -> Blessing of Horus
Recharge Wayfinder to move to Sepulcher of the Servant
Discard Maftet Hunter to explore.
Encounter Stavros Nightcrescent
Waiting for temp close.
ACG - Radovan |
Continuing
Charisma Check First
Diff Increase: 1d12 ⇒ 5
Discard Meteor Hammer +3 (monster power) for
Quang buries Guecubu for 1d6 + 3
Discard Adamantine Sai +2 to play Blessing of Horus for 1d8
Requesting Blessing of Elements from Ezren (remember to discard a card)
Charisma 11: 1d8 + 1d6 + 3 + 1d8 + 1d8 ⇒ (7) + (6) + 3 + (5) + (4) = 25
Next Check Combat
Diff Increase: 1d12 ⇒ 10
Base 1d8 + 4
No 2 handed gives 1d6
Maftet Hunter gives me 2d6
Norge base gives me + 1 Fire
Discard Blessing of Starsong (monster power)
to Reveal/Discard Hyrm 1d8 + 1 + 1d8 + 6
Request blessing for Hayato for 1d8
Combat 28: 1d8 + 4 + 1d6 + 2d6 + 1 + 1d8 + 1 + 1d8 + 6 + 1d8 ⇒ (3) + 4 + (2) + (6, 4) + 1 + (4) + 1 + (6) + 6 + (3) = 40 -> Defeated
Done.
No need to do draws or final deck state.
BR Mork |
DEVELOPMENT:
You managed to best the vampire Stavros Nightcrescent. Gripped by a terrifying sense of dread, you creep toward the searing portal that Nightcrescent opened. Is it possible this is an actual hellmouth—a rift to the Pit itself?
Your question is answered when a woman, pale as the winter moon with eyes like a starless night, blinks into existence just in front of the rift. She floats above the ground, black curls billowing and a smirk on her blood-red lips. “Stavros always was weak,” she says, chuckling ominously. “Why else would he wake me, Yeleth of the First Blood, and expect my help with his petty schemes? But you are strong. I respect this. Take the toys you came for, and rest assured that Hell shall not follow you—if you are wise.”
And with that, the woman disappears. The hellmouth,
though, remains.
SCENARIO REWARD:
and you may choose a power feat and treat it as checked off during the scenario.
Bluff, Diplomacy, and Intimidate checks against anyone in or from the nation of Geb.
ADVENTURE REWARD:
ADVENTURE PATH REWARD:
Loot Item 6
Traits
Object
Magic
Check
Powers
Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.
ACQUIRED CARDS:
Weapon 6 Sling Staff +2
Weapon 4 Thousand Stings Whip
Spell B Acid Splash
Spell B Augury
Spell 6 Ride the Lightning
Armor 3 Advocate's Armor
Armor 1 Bone Lamellar
Armor 6 Elemental Brass Mail
Item B Brilliance of Ra
Item B Canteen
Item 3 Knot of Isis
Ally 5 Freed Soul
Ally B Giant Slug
Blessing B Blessing of the Ancients
Blessing B Blessing of the Elements
Blessing B Blessing of Wadjet
BR Mork |
ADVENTURE 4-7: BLOOD LORD’S LAMENT
The parlor of Stavros Nightcrescent, a vampire Blood Lord whose ambitions would have swallowed all of Mechitar and beyond, is empty. The finest ashes float through the stagnant air, past luxuriant crimson drapes, brocade valances, and gothic stonework on a grand scale—the only vestiges of Sellortia’s master, whom you have destroyed.
As Nightcrescent’s final earthly remains fall like snow, you realize that the room’s imagery is far more sinister than you had previously noticed. Carved into the stonework are the snarling visages of horned devils, pit fiends, and other diabolic horrors, alongside depictions of what you presume are the remains of their victims. You realize that, before you accosted him, Nightcrescent had been chanting before an altar ringed with unnervingly realistic statues of skeletons. Encompassing the entire top of the dais, drawn in dark, sludgy ink—it is ink, isn’t it?—is a pentagram, gently pulsing with an unknowable light.
And, of course, there’s the gasping, seething portal behind it that you believe is a hellmouth straight to the Pit. The hairs on the back of your neck stand as you slink toward the altar. The open book atop it provides some clues.
It takes you some time to parse the written Infernal, but the tome contains diabolic devotions to hellish forces. Specifically, Nightcrescent paid obeisance to Moloch, the Ashen Bull and archdevil of Malebolge, the sixth layer of Hell. Through Moloch, Nightcrescent had sought ties to something called the Revenant Court—ancient catacombs beneath a bolgia in Malebolge that are home to the eldest of vampirekind. Most of these vampires slumber, except when roused by powerful and unholy faithful who offer proper fealty. The unholy tome lists a contingent of the Court’s elder Hell-vampires, and one name catches your eye.
Yeleth of the First Blood. The name the woman who emerged from the hellmouth claimed before she chuckled at your destruction of Nightcrescent and sauntered back to the Pit.
That hellmouth is still open, and Nightcrescent’s unholy devotions suggest that it leads straight to Yeleth’s lair.
It’s time to confront the vampire who pulled a Blood Lord’s strings once and for all. But do you choose to face her in battle, or seek a deal—one that might place the power of Hell itself into your hands?
Yeleth of the First Blood presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read During This Scenario on the two scenario cards before setting up, then choose to duel or deal. If you choose duel, use the scenario card Yeleth of the First Blood—Duel. If you choose deal, use the scenario card Yeleth of the First Blood—Deal. (When replaying, you may earn the reward for each card once, but must choose a different character for each reward.)
DURING THIS ADVENTURE:
BR Mork |
4-7: YELETH OF THE FIRST BLOOD—DUEL
You have chosen to duel Yeleth of the First Blood. You have had smarter ideas. This is a Hell-vampire of the highest order, and you... well, you are not. As her Revenant Court swirls around her, Yeleth cackles and intones, “You should have sold me your soul. Now you lose everything.”
VILLAIN:
YELETH THE RAVAGER
HENCHMEN:
ERINYES DEVIL
REVENANT COURT VAMPIRES
LOCATIONS:
1 GHOUL SQUARE
1 GUARDIAN VAULT
1 SEPULCHER OF THE SERVANT
1 VOLCANIC VENTS
2 RUINED TEMPLE
3 PLEASURE BARGE
4 PEASANT TOMBS
5 GARDEN OF OSSUMENTALS
6 MUMIA LAB
DURING THIS SCENARIO:
BR Mork |
During This Adventure:
During This Scenario:
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
Monster 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
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Monster 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 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.
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 3
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
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
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 B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
Perception
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
Weapon 5
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
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.
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
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
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
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 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.
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 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Craft
Divine
12
Powers
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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.
Item 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
Item 1
Traits
Staff
Attack
Magic
Arcane
Divine
Anubis
Check
Arcane
Divine
6
Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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 B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
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 B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Ally 3
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Ally 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 B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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 B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 0
Blessings Remaining: 0
Blessings Deck
Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:
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:2 Al:1 Bl:1 ?:
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:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:
Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:5 Bl:2 ?:
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:4 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:
ACG - Radovan |
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.
BR Mork |
Action House: (Vika, Hayato):
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 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 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Naheeba (Zarlova, Radovan):
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 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.
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.
Trove (Ezren):
Weapon 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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.
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.
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.
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.
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.
ACG - Radovan |
Temp Power: Reduce Fire, Poison, or Ranged Combat damage ([TEMP] or damage dealt by a summoned monster) dealt to you ([X] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
Starting Location: Volcanic Vents
MorkXII - Hayato |
Loot Swap: Chest of Keeping replaces Knight's Pennon
Loot Swap: Sun Falcon Pectoral replaces Gem of Physical Prowess
Sunburst Market: Blessing of the Elements replaces Slaying Bolts
Auction House: none
Starting at: Sepulcher of the Servant
Temp power feat: When you are the only character at your location, add 1 ([X] 2) to your checks.
Skills and Powers:Hand: Jinfu, Frost Lance +2, Sunsword, Dwarven Plate, Warhorse, Blessing of Shizuru, Blessing of the OathkeeperSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +2
Survival +1
CHARISMA d6 +1
Diplomacy +1Powers
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 ([TEMP] 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
Displayed: 0
Deck: 16 Discard: 0 Buried: 3
Notes: Shirt reroll not used in 4-6E. 3/5 die bumps remaining.
Use blessing(s) or Jinfu as needed.
Jinfu:Jinfu
Cohort BTraits
Animal
Mount
Owner: HayatoPowers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.At the start of any turn, put this card on top of your deck to move.
Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.
Blessing of Shizuru:Blessing of Shizuru
Blessing 3Traits
Divine
ShizuruPowers
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.
Vika - Maelwys |
Temporary Power Feat: Reveal an armor to reduce all damage dealt to you by 1
Trader (Auction House): Warhorse (removed), Jorgenfist Spear (buried/discarded/reshuffled) -> Hippopotamus Mud Elemental
Loot: Merchant -> Unwrapped Harmony
Loot: Masterwork -> Vision
Starting Location: Garden of Ossumentals
Hand: Dancing Mace +2, Hippopotamus Mud Elemental, Blessing of Shizuru, Nightwalker Isra, Ring of Stony Flesh, Unwrapped Harmony,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: +2 to acquire Weapons and Armor at my location
Sideboard cards:
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.
Ezren "His Father's Son" |
So don't take risks exploring (mumbles something under my breath about myself) and just make absolutely sure every monster you find is definitely killed. That's the only core tenet of strategy here.
In order to best limit the damage the scenario powers can do, Zarlova and I can work together to heal players of their discard pile and scourges simultaneously.
I strongly recommend spending blessings on basically every combat check.
=============================
Ezren goes to the Trader Trove of Tef-Naju.
Note that my Trades are moderately different than usual, in case that affects other players' choices.
Trader (Trove): Canopic Conversion (Spell 6) -> Symbol of Fortune (Spell 6)
Loot Upgrade: Pyrotechnic Blast -> Eruption
Loot Upgrade: Phlegmatic Talisman -> Mythopoeic Sphinx
Loot Upgrade: Discord Bottle -> Game of Afterlife
Loot Upgrade: Binder's Tome -> Effigy of Anubis
Loot Upgrade: Cleric of Nethys -> Erayu
(Note: I've not taken Disable Mechanism or Sand Elemental. I have not traded away my Evocation Staff. I have taken Effigy of Anubis.
I have limited means of combat in my deck, but I've ensured they're strong ones. I'll be aiming to provide support more frequently this time. When I get into combat, it'll be helped by stacking as many bonuses as possible from my 'display' spells.)
Ezren will take the psuedo-Cohort Mortevia Strassel.
Ezren will check off the following character power temporarily...
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([T] or Undead) trait, ignore its immunities.
Ezren will start at Zarlova's location.
Hand: Effigy of Anubis, Eruption, Ukobach, Phoenix Cloak, Mythopoeic Sphinx, Steal Soul, Symbol of Fortune, Channel the Gift,
Displayed: Mortevia Strassel,
Deck: 14 Discard: 0 Buried: 0
Notes: Strategy note for Zarlova: If we're starting at a monster-heavy location, then Ezren will immediately Channel the Gift and let it be discarded. You may use it for a spell of your choice (perhaps Coordinated Blast before your give-a-card step?). Otherwise, he'll use it for Glamour.
When she (or Ezren) defeats a monster here, he'll recharge Effigy of Anubis to draw Channel the Gift again, and display Steal Soul.Everyone else: Please feel free to use Symbol of Fortune to add or subtract 3 from any check after the roll, even just to avoid a scourge. Ezren will display it to his power so he can auto-recharge it.
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 ([T] 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:
Die Bumps remaining: 1
SHIRT REROLL UNUSED
ACG - Zarlova |
Upgrade: Shield Cloak -> Phoenix Cloak
Temp power: Add 2 [x4] to your check that has the attack trait.
Loot: Byzantine Lexicon -> Hand of the Honest Man
Loot: Wand of Detect Magic -> Life Lantern
Loot: Blessing of Milani -> Blessing of Maat
Trader: Clockwork Owl and Scrying for Boneshatter
Start at the Peasant Tombs
Hand: Eagle Aerie, Restorative Touch, Life Lantern, Blessing of Nethys, Cloudburst, Marionette, Divine Blaze, Blessing of the Spellbound 1,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:
BR Mork |
During This Adventure:
During This Scenario:
Monster 5
Traits
Swarm
Vermin
Mental
Poison
Check
Combat
18
Powers
Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.
Monster 2
Traits
Outsider
Psychopomp
Check
Combat
13
Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.
Monster 5
Traits
Construct
Check
Combat
21
Powers
The Graven Guardian of Set is immune to the Mental and Poison traits.
If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.
Monster 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Monster 3
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.
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 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
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 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 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Weapon 4
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 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 4
Traits
Mace
Melee
Bludgeoning
Acid
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Weapon 4
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.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
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 1
Traits
Magic
Acrance
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
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 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.
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 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 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 3
Traits
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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item C
Traits
Object
Magic
Abadar
Check
Disable
Perception
Arcane
Divine
10
Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item 6
Traits
Accessory
Magic
Gambling
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.
Item 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 6
Traits
Liquid
Poison
Alchemical
Check
Intelligence
Craft
13
Powers
Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally 5
Traits
Elemental
Electricity
Check
Wisdom
Survival
11
Powers
Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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 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.
Turn: 1 Zarlova/magi210
Top of Blessing Discard Pile: Blessing of Wadjet
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 29
Blessings Deck
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.
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
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
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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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
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 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.
Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
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.
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.
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 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.
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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.
Henchman Monster 7
Traits
Outsider
Devil
Check
Combat
19
Powers
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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:2 Al:1 Bl:1 ?:1
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Barrier 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.
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
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.
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.
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:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Hayato
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.
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.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
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.
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.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
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.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
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.
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.
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.
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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.
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.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Barrier 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.
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.
Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:5 Bl:2 ?:1
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Human
Rogue
Aspis
Hireling
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally B
Traits
Undead
Ghost
Incorporeal
Check
Divine
Charisma
Diplomacy
8
Powers
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 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.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
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.
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.
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.
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.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Zarlova, Ezren
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:4 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Vika
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.
Villain Monster 7
Traits
Undead
Vampire
Aristocrat
Mythic
Check
Combat
30
THEN
Combat
36
Powers
Yeleth the Ravager is immune to the Mental and Poison traits.
Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards.
While you act, before any character plays a card, that character buries a card.
If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck.
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.
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.
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.
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.
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.
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.
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.
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.
Ezren "His Father's Son" |
Off Turn: When Zarlova flips her blessing, Ezren will discard Channel the Gift (making no attempt to recharge it) to allow her to search and draw Coordinated Blast from her deck.
Zarlova will be giving Coordinated Blast to Ezren.
Hand: Effigy of Anubis, Eruption, Ukobach, Phoenix Cloak, Mythopoeic Sphinx, Steal Soul, Symbol of Fortune, Coordinated Blast,
Displayed: Mortevia Strassel,
Deck: 14 Discard: 1 Buried: 0
Notes:
Any Location: Ezren can display Symbol of Fortune to his power to provide +3/-3 after any roll.
At Peasant Tombs: Ezren may displays Phoenix Cloak to add 3d4 to a combat check if desired, or display Coordinated Blast to his power to add 1d12+6 to any check to defeat.
Ezren will display Steal Soul and recharge Effigy of Anubis (to draw Channel the Gift) if a monster is defeated.
ACG - Zarlova |
The portal radiates an unearthly cold; the cleric shivers a bit as she steps through. She mutters a few words, pleased to see that her eagle allies still respond even in this far away realm. After an infusion of magic from Ezren, she moves forward cautiously and is immediately accosted by one of the elder vampire's minions.
She presents her holy symbol, driving the vampire away with a screech and pauses to consider the next course of action.
Turn 1: Blessing of Wadjet
Display Eagle Aerie
Ezren plays Channel the Gift on Zarlova, who draws Coordinated Blast.
Zarlova hands Coordinated Blast to Ezren.
Free Explore: Revenant Court Vampire (Divine 17/30)
Discard Blessing of Nethys to add a die.
Discard Cloudburst to scenario power.
Divine 17: 2d10 + 7 ⇒ (3, 2) + 7 = 12
Use shirt reroll on the 2 Reroll: 1d10 ⇒ 8 -> 18
Draw a Scourge: 1d6 + 4 ⇒ (2) + 4 = 6 -> Curse of Withering
Bury Divine Blaze to close location.
Play Restorative Touch to shuffle both cards in discard back into my deck and remove Curse of withering.
Restorative Touch autorecharges.
End turn, reset hand.
Hand: Greyflame Mace, Evangelist, Life Lantern, Phoenix Cloak, Hand of the Honest Man, Marionette, Cloudburst, Blessing of the Spellbound 1,
Displayed: Eagle Aerie,
Deck: 10 Discard: 0 Buried: 1
Notes: Shirt Reroll used in 4-7
Sideboard cards:
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 8
Proficient with: None
Powers: [X ] Add 2 ([X ] 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
[X] Add 2 ([ ]) or 4) to your check that has the Attack trait.
Ezren may display Steal Soul.
Vika - Maelwys |
Turn 2, under the Blessing of Nethys
Free Exploration - Card #1: Mummy.
Recharge Ring of Stony Flesh to reveal Dancing Mace +2 for combat. Location text adds 1 die. Recharge Nightwalker Isra to recharge Blessing of Shiruzu to add 2 dice.
Check to Defeat - Combat 21/34: 4d10 + 6 + 1d8 + 2 ⇒ (9, 8, 5, 7) + 6 + (5) + 2 = 42 - Defeated with Overkill, no scourges.
Discard Unwrapped Harmony to examine 3 cards and explore - Card #2: Yeleth The Ravager; Card #3: Find Traps; Card #4: Rod of the Devoured Dawn
Place the Rod on top, then Yeleth. Explore - Card #4: Rod of the Devoured Dawn
Check to Acquire - Melee 12: 1d10 + 6 + 2 ⇒ (2) + 6 + 2 = 10 - Failed. Bury Dancing Mace +2 to add 2 to my check, succeeding. Discard Dancing Mace +2 instead of burying it.
Discard Rod of the Devoured Dawn and Draw 5 to reset my hand.
Hand: Hippopotamus Mud Elemental, Fortified Breastplate, Breakaway Spear, Magic Spyglass, Jorgenfist Spear, Mighty Steed,
Displayed:
Deck: 14 Discard: 3 Buried: 0
Notes: +2 to acquire Weapons and Armor at my location
Sideboard cards:
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.
Ezren "His Father's Son" |
Off-Turn: When Zarlova defeats Revenant Court Vampire, Ezren will recharge Effigy of Anubis (an Undead was defeated) to draw Channel the Gift from his discard pile, and display Steal Soul (a monster not immune to the Attack trait was defeated).
Ezren starts his turn.
Grand Lodge's Favor discarded from the Blessings Deck.
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.
Ah, that changes things... Ezren will examine the top card of every location except the already-known Garden of Ossumentals, in order of location number.
Ghoul Square Card 1: Burglar's Buckler
Guardian Vault Card 1: Blessing of Maat
Sepulcher of the Servant Card 1: Shield Cloak
Volcanic Vents Card 1: Curse of the Netheshuun (TRIGGER)
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.
But I think I can make the Charisma check, thanks to my character power.
Ezren recharges Coordinated Blast to add a die to his check against a bane that invokes Cold.
Steal Soul adds 1d4.
Charisma 10: 2d6 + 1d4 ⇒ (2, 4) + (1) = 7 -> Ezren displays Symbol of Fortune to his power to add 3 to his check, for a total of 10. The Triggered check is passed, and Curse of the Netheshuun is not encountered.
Phew, close one. Needed every single bit of help there (my power, my spell and my Steal Soul).
Resuming examinations...
Ruined Temple Card 1: Canopic Wrap
Pleasure Barge Card 1: Hearth Elemental
Ah, seeing that Hearth Elemental somewhat changes my strategy.
Ezren moves to the Pleasure Barge, then takes his free exploration.
Pleasure Barge Card 1: 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.
Fire Damage (Hearth Elemental): 1d4 + 1 ⇒ (4) + 1 = 5 -> Ezren recharges Phoenix Cloak to reduce Fire Damage dealt to 0. Hearth Elemental acquired.
Ezren uses his power and displays Channel the Gift to search his deck to draw Fire Snake. Recharge pile cleared.
Ezren discards Ukobach to draw a card (Create Mindscape) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Pleasure Barge Card 2: Revenant Court Vampire
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Very well then.
Ezren discards Create Mindscape to the monster's power in order to display Eruption with his power for combat.
Ezren discards Mythopoeic Sphinx to the monster's power in order to bury Hearth Elemental to add 2d12.
Combat 27/40 (Arcane): 1d12 + 6 + 4d6 + 2d12 + 1d4 + 1 ⇒ (9) + 6 + (3, 4, 3, 1) + (6, 2) + (2) + 1 = 37 -> Ezren suffers a scourge from not overkilling by 13.
Scourge (Scenario Rule): 1d6 + 4 ⇒ (1) + 4 = 5 -> Ezren displays Curse of the Ravenous, ulp; not one I want to see right now!
Revenant Court Vampire defeated, and Ezren attempts to close the Pleasure Barge.
Ezren displays Fire Snake to his power to use his Arcane skill in place of his Charisma skill.
Charisma/Arcane 9: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (3) = 21 -> Pleasure Barge closed.
Ezren requests that Zarlova use Hand of the Honest Man to banish his Curse of the Ravenous.
Ezren ends his turn, triggering a number of actions.
Ezren recharges all of the spells displayed to his power in the following order: Channel the Gift, Eruption, Fire Snake then Symbol of Fortune.
Ezren recharges Mythopoeic Sphinx from his discard pile from the Pleasure Barge's power while closed.
Ezren resets his hand.
Flavour will be in a separate post.
Hand: Sand Elemental, Magnetic Grimoire, Erayu, Glamour, Evocation Staff, Advocate's Armor, Rejuvenation, Wand of Thunder,
Displayed: Mortevia Strassel, Steal Soul,
Deck: 12 Discard: 2 Buried: 1
Notes:
Sand Elemental may be recharged to reduce Cold or Fire damage dealt to any player to 0.
Ezren is happy to move to someone's location on his next turn to cast Rejuvenation on them (heal 2d4 cards and cure all curses).
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 ([T] 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:
Die Bumps remaining: 1
SHIRT REROLL UNUSED
Zarlova used Hand of the Honest Man. (Though I'm happy to make the tiny retcon necessary if she'd rather not use it - I just need to roll for Curse of the Ravenous and bury a card from my discard pile, if necessary. No other impacts.)
Ezren "His Father's Son" |
A reminder for Vika and Zarlova to take their regular pseudo-Cohorts, since they appear to have been skipped.
Flavour Post.
With Nightcrescent's death came a sudden unburdening - a great, sudden strength and alacrity of wit, of thought, of will. The vampire's attempted enthrallment over Ezren is over, a dark weight that the wizard had not truly realised had been hanging over him during the many moons since their last encounter.
Nightcrescent is dead. Ezren had to repeat it to himself. They're alive, they've retrieved what the Society needed returned, and with the Society's favour Ezren could...
...could what? Trade in all he could for more power? He looks down at his own charm of Moloch and Hungering Staff - the 'gifts' from the cultist so long ago. Was that his desire? To emulate and surpass Nightcrescent; to conquer all of life's limitations and trade for insurmountable knowledge beyond the grasp of any other mortal?
Or was there something else driving him?
The question became sharper than ever; an echoing, haunting thought that grew in intensity as he investigated Nightcrescent's ritual centre. The hellmouth still burns cold, a chilling, hollow rip that seems to bleach colour and life from its surroundings. Within; the elder vampire Yeleth; a lieutenant of one of the darkest masters of the realms.
His Ukobach-summoning charm burns hotly at his waist - an almost comforting warmth against the paradoxical cold of the hellmouth. Probably not a good sign, though.
'What would Cordelia do in my shoes?'
Ezren's decision was made for him. Zarlova, Hayato, Radovan and Vika showed no such hesitation. Ezren took one last glance into the physical plane... and stepped through the reality-twisting hole. For the first time, truly, he felt he was placing his life in the hands of his allies.
And he accepted that.
Radovan was the one to raise the challenge to Yeleth through an ill-advised choice of words, and all hell broke loose. Ezren casts a spell to empower his closest companion - Zarlova - and spins to face the nearest vampire of the Court.
Rather than lunge, the vampire spits in an infernal tongue, calling a powerful elemental of flame to his command, bound with ancient magics. The vampire's magic was potent, but couldn't have known Ezren's skill at dealing with elementals, sharpened all the further by his experiences with the Sekrepheres and magics of their previous expeditions. Ezren deflects the vortex of flame the elemental summons, then shatters the bonds over the elemental. The elemental screams in rage, free to attack its once-master and it blasts the vampire with a pillar of fury-fed flames.
The Vampire hisses, his form shifting to mist, temporarily, to avoid the worst of the heat and to reform anew a few meters away. The vampire's following spell disintegrates the form of his once-enslaved outsider, but the exchange gave Ezren the chance to form an Eruption spell below where the vampire now stood.
And Ezren threw everything he had into it - no telling what a Hell-Vampire could survive.
BR Mork |
During This Adventure:
During This Scenario:
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 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 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster 2
Traits
Outsider
Psychopomp
Check
Combat
13
Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Dexterity
Disable
16
Powers
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
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 B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier 3
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 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.
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 C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 4
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
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
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 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Craft
Divine
12
Powers
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Armor 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 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 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.
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 B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Item 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 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
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.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally 5
Traits
Animal
Phoenix
Fire
Check
Charisma
Diplomacy
8
THEN
Charisma
Diplomacy
12
Powers
Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Ally 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 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.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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.
Turn: 4 Hayato/MorkXII
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 26
Blessings Deck
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
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
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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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
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 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.
Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
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.
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.
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 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.
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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.
Henchman Monster 7
Traits
Outsider
Devil
Check
Combat
19
Powers
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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:2 Al:1 Bl:1 ?:1
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Barrier 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.
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
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.
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.
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:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Hayato
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.
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.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
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.
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.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
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.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
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.
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.
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.
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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.
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.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Barrier 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.
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.
Pleasure Barge
At This Location: At the end of your turn, you may recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren
Peasant Tombs
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova,
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:3 Ba:1 W:0 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Vika
Villain Monster 7
Traits
Undead
Vampire
Aristocrat
Mythic
Check
Combat
30
THEN
Combat
36
Powers
Yeleth the Ravager is immune to the Mental and Poison traits.
Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards.
While you act, before any character plays a card, that character buries a card.
If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck.
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.
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.
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.
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.
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.
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.
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.
MorkXII - Hayato |
Hayato goes hunting for vampires in the Sepulcher. He finds some clothing lying on the ground and leaves it there.
Discard Blessing of Shizuru to explore Sepulcher 2: Undead Quicksand Bunyip
Discard Frost Lance +2 with Warhorse (recharging Dwarven Plate)
Combat 12/25: 1d10 + 6 + 1d10 + 1d8 + 2 + 2d8 + 1d8 + 2 ⇒ (1) + 6 + (7) + (8) + 2 + (4, 4) + (3) + 2 = 37 Defeated, no curse.
No vampires, but they seem to be recruiting the oddest creatures to the undead side.
End of turn:
Draw up to 6.
Skills and Powers:Hand: Jinfu, Sunsword, Sun Falcon Pectoral, Warhorse, Blessing of the Drunken Hero, Blessing of the OathkeeperSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +2
Survival +1
CHARISMA d6 +1
Diplomacy +1Powers
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 ([TEMP] 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
Displayed: 0
Deck: 15 Discard: 2 Buried: 3
Notes: Shirt reroll not used in 4-6E. 3/5 die bumps remaining.
Use blessing(s) or Jinfu as needed.
Jinfu:Jinfu
Cohort BTraits
Animal
Mount
Owner: HayatoPowers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.At the start of any turn, put this card on top of your deck to move.
Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.
Blessing of the Drunken Hero:Blessing of the Drunken Hero
Blessing 4Traits
Divine
Cayden CaileanPowers
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.
BR Mork |
During This Adventure:
During This Scenario:
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
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 3
Traits
Construct
Check
Combat
14
Powers
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Monster 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.
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.
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 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
Barrier 4
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 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 B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Weapon 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 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
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 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Spell 4
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 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 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 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Armor 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 B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Charisma
11
Powers
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Armor 3
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 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Magic
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 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 2
Traits
Accessory
Magic
Mummy
Check
Wisdom
Divine
7
Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 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.
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
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Aspis
Hireling
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 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 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.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 5 Radovan/huntsfromshadow
Top of Blessing Discard Pile: 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: 25
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
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
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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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
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 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.
Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
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.
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.
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 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.
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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.
Henchman Monster 7
Traits
Outsider
Devil
Check
Combat
19
Powers
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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:2 Al:1 Bl:1 ?:1
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Barrier 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.
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
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.
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.
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.
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:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Hayato
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
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.
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.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Radovan
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.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
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.
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.
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.
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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.
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.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Barrier 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.
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.
Pleasure Barge
At This Location: At the end of your turn, you may recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren
Peasant Tombs
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova,
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:3 Ba:1 W:0 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Vika
Villain Monster 7
Traits
Undead
Vampire
Aristocrat
Mythic
Check
Combat
30
THEN
Combat
36
Powers
Yeleth the Ravager is immune to the Mental and Poison traits.
Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards.
While you act, before any character plays a card, that character buries a card.
If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck.
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.
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.
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.
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.
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.
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.
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.
ACG - Radovan |
Pre Game
Starting Hand -> Alaeron, Hrym, Belt of Physical Might, Maftet Hunter, Red Leathers, Venture Captain
Start of Turn
Blessing of Thoth
Move to Guardian Vault
Take 2 damage reduced to 0.
As Fell took posion damage draw monster #1 - Caravan Rider (B) on Fell
Explore -> Blessing of Maat
Fort 10: 1d8 + 2 ⇒ (4) + 2 = 6 -> Failed
Discard Alaeron to explore #2 -> Disrupting Rapier +1
Str 10: 1d8 + 4 ⇒ (1) + 4 = 5
Discard Venture Captain to explore #3 -> Revenant Court Vampire
Discard Maftet Hunter to reveal Hrym for 1d8 + 1
Discard Hyrm for 1d8 + 7 as well
Norge gives 1 Fire
Hayato plays a blessing of the oathkeeper for 2d8
Combat 27: 1d8 + 4 + 1d6 + 1 + 1d8 + 7 + 2d8 ⇒ (3) + 4 + (5) + 1 + (1) + 7 + (4, 6) = 31 -> Passed
Draw Monster #2 -> Living Sandstorm (5) and placing on Norge
For not beating over 13 - Scourge: 1d6 + 4 ⇒ (3) + 4 = 7 -> Curse of Fevered Dreams
Closing Location
Scourge: 1d6 + 4 ⇒ (6) + 4 = 10 -> Curse of the Mummy
Move to Random Location: 1d8 ⇒ 7 -> Peasant Tombs
End of Turn
Draw -> Wayfinder, Ring of Regeneration, Adamantine Sai +2, Bloodbound Hat
Curse of Fevered Dreams kicks in Recharge hand.
Draw: 1d4 + 1 ⇒ (2) + 1 = 3
Draw -> Blessing of the Starsong 2, Blessing of the Starsong 1, Blessing of the Quartermaster 1
Hand: Blessing of the Starsong 2, Blessing of the Starsong 1, Blessing of the Quartermaster 1,
Displayed: Quang, Norge, Fell, Living Sandstorm (5, Norge), Curse of Fevered Dreams, Curse of the Mummy,
Deck: 15 Discard: 4 Buried: 0
Notes: Shirt Reroll NOT used.
Sideboard cards:
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 ([ TX] 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.
B
Outsider
Devil
Veteran
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.
B
Outsider
Devil
Veteran
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check. you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
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.
BR Mork |
During This Adventure:
During This Scenario:
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 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.
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 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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 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 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
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
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.
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
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 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 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 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.
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 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
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 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
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.
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 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 3
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 B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits
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.
Item B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item 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
Traits
Accessory
Attack
Fire
Magic
Check
Intelligence
Arcane
9
Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Item 3
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 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.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally 5
Traits
Elemental
Check
Constitution
Fortitude
9
Powers
Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Ally 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 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally 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.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Turn: 6 Zarlova/magi210
Top of Blessing Discard Pile: 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: 24
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
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
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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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
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 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.
Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
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.
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.
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 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.
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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.
Henchman Monster 7
Traits
Outsider
Devil
Check
Combat
19
Powers
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardian Vault
At This Location: If you move to this location you are dealt 2 Poison damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Hayato
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
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.
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.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
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.
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.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
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.
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.
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.
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.
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
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.
Henchman Monster 7
Traits
Undead
Vampire
Aristocrat
Check
Combat
27
OR
Divine
17
Powers
The Revenant Court Vampire is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Spell 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.
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.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Barrier 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.
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.
Pleasure Barge
At This Location: At the end of your turn, you may recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren
Peasant Tombs
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zarlova, Radovan
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:3 Ba:1 W:0 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Vika
Villain Monster 7
Traits
Undead
Vampire
Aristocrat
Mythic
Check
Combat
30
THEN
Combat
36
Powers
Yeleth the Ravager is immune to the Mental and Poison traits.
Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards.
While you act, before any character plays a card, that character buries a card.
If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck.
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.
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.
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.
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.
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.
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.
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.
ACG - Zarlova |
Turn 6: Blessing of Pharasma
Move: Ruined Temple
Free Explore: Canopic Wrap (Knowledge 8)
Reveal Evangelist to add 1.
Knowledge 8: 1d10 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Canopic Wrap added to hand.
Magic trait acquired, examine top card of deck (Blessing of the All Seeing Eye) and draw it.
End turn, reset hand. Discard Cloudburst.
Hand: Greyflame Mace, Evangelist, Life Lantern, Phoenix Cloak, Blessing of the All Seeing Eye, Marionette, Blessing of the Spellbound 1, Canopic Wrap,
Displayed: Eagle Aerie, Varanthe The Paralyzer,
Deck: 10 Discard: 1 Buried: 1
Notes: Shirt reroll used for 4-7
Sideboard cards:
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 8
Proficient with: None
Powers: [X ] Add 2 ([X ] 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
Vika - Maelwys |
Turn 7, under the Blessing of Pharasma
Move to Ghoul Square
Free Exploration - Card #1: Burglar's Buckler
Check to Acquire - Fortitude 6: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11 - Acquired.
End of turn, discard Burglar's Buckler to reset my hand.
Hand: Hippopotamus Mud Elemental, Fortified Breastplate, Breakaway Spear, Magic Spyglass, Jorgenfist Spear, Mighty Steed,
Displayed: Xandhul Bloodsbane III,
Deck: 14 Discard: 4 Buried: 0
Notes: +2 to acquire Weapons and Armor at my location
Sideboard cards:
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.
Ezren "His Father's Son" |
I'm assuming that Radovan recharged Blessing of the Quartermaster to move to the Volcanic Vents at the end of his turn, as discussed in Hangouts.
=========================
Ezren starts his turn.
Blessing of the Ancients discarded from the Blessings Deck.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
Ezren moves to the Garden of Ossumentals. Instead of taking his free exploration, he discards Erayu to explore, adding 1d8 to his Intelligence checks during it.
Garden of Ossumentals Card 1: Yeleth The Ravager (Villain)
Villain Monster 7
Traits
Undead
Vampire
Aristocrat
Mythic
Check
Combat
30
THEN
Combat
36
Powers
Yeleth the Ravager is immune to the Mental and Poison traits.
Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards.
While you act, before any character plays a card, that character buries a card.
If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck.
Vika temporarily closes Ghoul Square through a method of her choice.
Hayato temporarily closes Sepulcher of the Servant through a method of her choice.
Radovan temporarily closes Volcanic Vents by taking 1 Fire damage, which is nullified and allows him to display a monster next to Norge.
Zarlova temporarily closes Ruined Temple by burying Blessing of the Spellbound.
Ezren encounters Yeleth The Ravager.
BYA: Ezren banishes Ukobach and draws Arcane Cannonade.
For the first combat check, Ezren buries Sand Elemental in order to set aside Wand of Thunder for combat.
Ezren buries Glamour in order to display Arcane Cannonade to add 1d6 to all combat checks.
Steal Soul adds 1d4.
Hayato buries a card of his choice in order to discard Blessing of the Drunken Hero to add a die.
Combat 30: 5d12 + 1d6 + 1d4 ⇒ (4, 2, 10, 7, 5) + (3) + (3) = 34 -> Combat #1 Passed. The check to defeat did not exceed 43, so Ezren suffers a scourge.
Scourge (Scenario Rule): 1d6 + 4 ⇒ (6) + 4 = 10 -> Ezren displays Curse of the Mummy.
Ezren attempts to recharge Wand of Thunder. Steal Soul adds 1d4. Erayu adds 1d8.
Arcane 17 (Recharge): 1d12 + 6 + 1d8 + 1d4 ⇒ (11) + 6 + (6) + (4) = 27 -> Wand of Thunder recharged.
For the second combat check, Ezren buries Magnetic Grimoire in order to discard Evocation Staff along with Rejuvenation for combat, choosing to add the Force trait.
Arcane Cannonade adds 1d6.
Steal Soul adds 1d4.
Erayu adds 1d8 to Intelligence checks during this exploration.
Zarlova buries a card of her choice in order to discard Blessing of the All Seeing Eye to add a die.
Combat 36: 2d12 + 6 + 3d10 + 1d6 + 1d4 + 1d8 ⇒ (10, 1) + 6 + (3, 2, 6) + (5) + (3) + (8) = 44 -> Combat #2 Passed! No need for Radovan's Blessing of the Starsong, my shirt reroll, or Die Bumps, even!
I suppose I'll roll for the Scourge, just for the sake of it.
Scourge (Scenario Rule): 1d6 + 4 ⇒ (4) + 4 = 8 -> Ezren displays Curse of the Sphinx.
Yeleth The Ravager is defeated and cannot escape; we win!
Flavour will be in another post at another time.
Hand:
Displayed: Mortevia Strassel, Steal Soul, Arcane Cannonade, Curse of the Mummy, Curse of the Sphinx,
Deck: 13 Discard: 4 Buried: 4
Notes:
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 ([T] 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:
Die Bumps remaining: 1
SHIRT REROLL UNUSED
BR Mork |
DEVELOPMENT:
You’re broken, bleeding, and have likely made enemies of an entire contingent of hellish vampires, but you managed what you thought was impossible. You knew facing Yeleth in combat was risky, but what other choice did you have? The mistress of the Revenant Court had set her sights on the Material Plane, and you could never in good conscience leave such a horrific threat looming. You didn’t kill Yeleth—far from it—but you managed to drive her back into the catacombs of the Revenant Court where she will no doubt slumber for another thousand years. You hope.
As you pull yourself back through Nightcrescent’s blasted parlor, you hear the clash of the hellmouth finally closing for good. A few more minutes of searching the manor turns up the missing artifacts the Pathfinder Society seeks, and you flee.
You can’t wait to leave Geb.
SCENARIO REWARD:
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character gains a card feat in both allies and blessings.
ACQUIRED CARDS:
Weapon 5 Rod of the Devoured Dawn
Armor 1 Burglar's Buckler
Armor 2 Canopic Wrap
Armor 5 Quickdraw Shield
Ally 4 Hearth Elemental
BR Mork |
4-7: YELETH OF THE FIRST BLOOD—DEAL
You have chosen to deal with Yeleth of the First Blood. You have had smarter ideas. This is a Hell-vampire of the highest order, and you... well, you are not. As her army of devils proffers tempting contracts before you, Yeleth cackles and intones, “You should never have sold me your soul. Now you lose everything.”
VILLAIN:
YELETH THE SOULBINDER
HENCHMEN:
CONTRACT DEVIL
INFERNAL CONTRACTS
LOCATIONS:
1 GUARDIAN VAULT
1 PLEASURE BARGE
1 SEPULCHER OF THE SERVANT
1 VOLCANIC VENTS
2 RUINED TEMPLE
3 VAULT OF HIDDEN WISDOM
4 PEASANT TOMBS
5 ALTAR OF RID
DURING THIS SCENARIO:
Ezren "His Father's Son" |
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Flavor post for the last scenario.
The Pathfinders wasted no time; having grasped at a fleeting foothold in the hellish realm, they pushed back the Court's attacks with their own ferocity. Zarlova weaved blinding lights that seared their infernal opponents, Hayato outmatched their fangs and claws with blade and technique, Vika swung wildly, trusting her mastercrafted arms and armor to carry her through any combat whilst Radovan's devilish patrons granted him protection from the realm and gleefully gave him ever more power to fight against their own competition in the hellish hierarchy.
For a brief moment, the Court - unprepared for such a united, effective assault - pulled back; the only one refusing to give ground being Yeleth herself.
Ezren took the chance to attack and flung a cannonade of magical bolts towards her, following up by releasing the thunderous power contained in one of his wands. Yeleth shrieks - unable to counter all of the attacks in time - and retaliates by raining curses upon the wizard that penetrate his own protections, inflicting agony and distorting his perceptions. Even so, Ezren fights through the pain and draining magics, and channels a magical swathe of force; evoking it from his staff with such power that his dark staff shatters with the screams of escaping spirits, the power tearing through Yeleth's physical form and rendering it asunder as her fragmented remains dissolve into a mist to limp back to her catacombs.