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

Game Master MorkXII

Party Sheet
Loot List
Summoned Banes

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

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

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

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


Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse

Check
None

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

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


Curse of Withering
Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse
Arcane

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse
Sphinx

Check
None

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

You may only have 1 copy of this card displayed.


Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.


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

Traits
Curse
Undead
Mummy

Check
None

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

You may only have 1 copy of this card displayed.


251 to 300 of 1,859 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Deck Handler // Searching for: (None)

One round of turns, 3 locations closed and a villain found. Really guys? You're ruining all the drama I tried to inject into the scenario... Here's my new flavor now. "The slavers are all spontaneously combusting. Or something. I don't know."

In other news; good job all.

Ezren left the Hot Springs, circling around to try to clamber up the slopes - as the soil turns to rolling sands - to get an advantage of height and to flank the remaining slavers.

Ezren moves to the Shifting Dunes, in the hopes of finding some drama and excitement, you know? He takes his free exploration there.

Shifting Dunes Card 1: Bladeguard - How boring!

Bladeguard:
Item B
Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Ugh. How droll. Ezren reveals Spellbook to add 1d4 to his non-combat Intelligence check.
Intelligence 6: 1d12 + 1d4 ⇒ (3) + (2) = 5 -> Failure. Bladeguard banished.

Ezren discards Grave Tender to explore again.

Shifting Dunes Card 2: Shock Lizard - How undramatic!

Shock Lizard:
Ally C
Traits
Animal
Electricity
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.


Wisdom 4: 1d8 ⇒ 3 -> Failure.

Ezren will set aside Game of Afterlife to reroll the die, then reveal Spellbook to add 1d4 to his check to recharge Game of Afterlife.
Wisdom 4: 1d8 ⇒ 2 -> Failure. Shock Lizard banished.
Intelligence 8 (Recharge): 1d12 + 1 + 1d4 ⇒ (3) + 1 + (1) = 5 -> Failure. Game of Afterlife buried.

Ezren spies a native, elementally-charged creature wandering the dunes, and circles around to avoid the creature. It looks harmless, but no need to test such a theory.

Dice didn't like me there. Oh well. Ezren discards Apprentice to explore again.

Shifting Dunes Card 3: Skeletal Jackal - Oh. Can we go back to the 'boring' stuff?

Skeletal Jackal:
Monster B
Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

So that's annoying. My only attack spell uses Poison, and my 'immunity bypass' power doesn't work here. No banners, no blessings that would recharge or add 2 dice... Sadly, it seems smartest to just let Ezren take the hit here. Ezren sets aside Black Spot to decrease the difficulty by 2, then reveals Spellbook to help recharge it.

No real need to roll for combat/damage; I'll take at least 2 damage (the rest of my hand) no matter what, but I guess I'll do it anyway. Boy do I wish I had picked up that Shock Lizard; then I'd have the electricity trait and be able to roll higher.
Combat 6: 1d4 ⇒ 1 -> Failed, obviously. Skeletal Jackal shuffled back in.
Arcane 6 (Recharge): 1d12 + 1 + 2 + 1d4 ⇒ (3) + 1 + 2 + (1) = 7 -> Black Spot recharged.

Huh, more low rolls. A 1, 3 and 1. Ezren discards his hand. He ends his turn and resets his hand.

Ezren curses as a skeletal hand reaches from the shifting sands to grab at his ankle. He tries to kick the foul thing off and run, but his spells die on his lips, unable to formulate a full thought. The claw-like, sharp fingerbones of the skeletal jackal rake at his shin as he cries in pain, tearing through his clothing and soaking the ragged robe remnants with blood as he finally pulls free, limping away from the buried creature, cursing and putting as much distance from it as he can.

Ezren wrote:
Hand: Life Drain, Unshakable Chill, Cure 2, Fire Snake, Cure, Flame Staff,

Ezren banishes Cure 2 (no Divine skill) to heal himself.

Cure Spell: 1d4 + 1 ⇒ (2) + 1 = 3 -> I use my script to heal 3 cards (everything but Thieves' Tolls and Spellbook).

Well, I've done my job. Increased the drama of the scenario by having 3 failed acquires/defeats and discarding or burying 5 cards. Bleah. Flavor will be edited in shortly.

Once he feels he far enough, Ezren sighs, slumping to the warm sands and spending some time meditating, focusing through the pain to bring up a simple wound-binding spell to staunch the bleeding, layering small healing magics over and over until he feels he's able to walk. His expertise is a shadow of Zarlova's in this regard, but it works.

Ezren wrote:

Hand: Life Drain, Unshakable Chill, Fire Snake, Cure, Flame Staff,

Displayed:
Deck: 7 Discard: 2 Buried: 1
Notes: Still no Hungering Staff? Well at least I've got a hand of spells, and a combination of my attack spells and Fire Snake puts me in a good position for any check I need, combat or non-combat.

I've also got rid of my Cure 2, which means that's an empty spell slot to backfill post-scenario.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison 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.
When building your deck, you may treat any blessings that do not have the Divine trait as items.


I6 Samurai, Tier 6

Off turn:
Recharge BotAncients for Zarlova

Start of turn:
Blessing: BotElements

Hayato starts to chase after Halfwhip, but then decides it might be better to deal with some of his minions before dealing with the slaver once and for all. He moves to the Earthworks.

Explore Earthworks Card #1: Armored Kilt
Fortitude 5: 1d8 + 2 ⇒ (2) + 2 = 4 Failed, banished.
Hayato finds a bit of clothing that looks like it may be of value, but on closer inspection, it has deteriorated past the point of usefulness.

Discard Compass to explore Earthworks Card #2: Armored Kilt
Fortitude 5: 1d8 + 2 ⇒ (1) + 2 = 3 Failed, banished.
Hayato feels a strange sense of deja vu as he comes across an armored kilt. He shakes his head, slightly confused, and ignores the armor.

End of turn:
Discard Cat-O'-Nine-Tails
Draw 3 cards.

Start of next turn:
Display Kikko Armor

Hayato wrote:

Skills and Powers:
Skills

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

Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Hand: Blessing of the Samurai, Filter Hood, Gambeson, Spear of the Watchful Guardian
Displayed: Kikko Armor
Deck: 6 Discard: 7 Buried: 3
Notes: Shirt reroll not used in 1D.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Shock Toad
Monster B

Traits
Animal
Electricity
Basic

Check
Combat
6

Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

Monster 3
Spoiler:
Sand Creeper
Monster B

Traits
Elemental
Outsider
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.

Monster 4
Spoiler:
Yellow Jelly
Monster B

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Monster 5
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

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

Random Barriers:
Barrier 1
Spoiler:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Barrier 2
Spoiler:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 3
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
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 10 check to banish this barrier.

Barrier 4
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 5
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

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

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Explorer's Staff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
2

Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Weapon 3
Spoiler:
Torch
Weapon B

Traits
Club
Melee
Bludgeoning
Fire
Basic

Check
Strength
Intelligence
Wisdom
4

Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Weapon 4
Spoiler:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Weapon 5
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Random Spells:
Spell 1
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Spell 2
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Spell 4
Spoiler:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 5
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 3
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 4
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 5
Spoiler:
Crocodile Skin Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Random Items:
Item 1
Spoiler:
Healer's Kit
Item B

Traits
Tool
Healing

Check
Wisdom
Survival
Divine
6

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

Item 2
Spoiler:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 3
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Acid Flask
Item B

Traits
Liquid
Attack
Acid
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Item 5
Spoiler:
Smoke Stick
Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

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

Random Allies:
Ally 1
Spoiler:
Shock Lizard
Ally C

Traits
Animal
Electricity
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

Ally 2
Spoiler:
Shock Lizard
Ally B

Traits
Animal
Electricity
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

Ally 3
Spoiler:
Giant Slug
Ally B

Traits
Animal
Acid

Check
Wisdom
Survival
6

Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Ally 4
Spoiler:
Marianix Karn
Ally B

Traits
Human
Aspis
Sage

Check
Charisma
Diplomacy
9

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

Ally 5
Spoiler:
Hyaenodon
Ally B

Traits
Animal
Trigger
Elite

Check
Wisdom
Survival
7

Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 4
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessing 5
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Turn: 8 Vika/Maelwys0

Top of Blessing Discard Pile: Blessing of Wadjet

Top Blessing:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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


Blessings Remaining: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 Radovan)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 10 Zarlova)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessings Deck Card 3 (Turn 11 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 4 (Turn 12 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 5 (Turn 13 Vika)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 14 Radovan)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 15 Zarlova)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessings Deck Card 8 (Turn 16 Ezren)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 9 (Turn 17 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 18 Vika)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 11 (Turn 19 Radovan)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 12 (Turn 20 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 15 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 16 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 17 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 19 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 21 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 22 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Hayato

Earthworks Card 1:
Camel
Ally C

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 2:
Ghost Battling Ring
Item B

Traits
Accessory
Magic
Pharasma
Veteran

Check
Arcane
Divine
Knowledge
8

Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

Earthworks Card 3:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Earthworks Card 4:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Earthworks Card 5:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 6:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 7:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 8:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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,

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Scorched Ruins Card 2:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Scorched Ruins Card 3:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Scorched Ruins Card 4:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Scorched Ruins Card 5:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 6:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 7:
Death Hound
Monster C

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Scorched Ruins Card 8:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

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

Howling Sands Card 1:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

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

Howling Sands Card 2:
Scorched Hand
Henchman Monster 1

Traits
Human
Wizard
Nethys

Check
Combat
13

Powers
Each character may reveal a blessing that has the Nethys trait; for each blessing revealed, add a die to your check to defeat.
If defeated by less than 5, search the location deck this henchman came from; you may draw any number of its boons

Howling Sands Card 3:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

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

Howling Sands Card 4:
Dhabba
Ally C

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Howling Sands Card 5:
Skeletal Jackal
Monster B

Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Howling Sands Card 6:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Howling Sands Card 7:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

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

Howling Sands Card 8:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ezren

Shifting Dunes Card 1:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Shifting Dunes Card 2:
Skeletal Jackal
Monster B

Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Shifting Dunes Card 3:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Shifting Dunes Card 4:
Bonecrusher Hyenamaster
Monster B

Traits
Bonecrusher
Trigger
Basic

Check
Combat
9
THEN
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Shifting Dunes Card 5:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Shifting Dunes Card 6:
Thuvian Alchemist
Villain Monster B

Traits
Human
Alchemist
Poison

Check
Combat
12
OR
Intelligence
Craft
7

Powers
All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
Before you act, a random character at your location is dealt 1 damage.
For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.

Shifting Dunes Card 7:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Shifting Dunes Card 8:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.


Deck Handler Blessing 3, Ally 3

Out of turn, recharged BotAncients

Turn 8, under the Blessing of Wadjet

Satisfied that there's nothing else to be found in the pits, Vika moves to the Earthworks to rejoin her samurai friend. Entering the area, she comes across a lost camel.

Initial Exploration: Earthworks Card #1 - Camel
Check to Acquire - Wisdom 7: 1d8 ⇒ 1

Unfortunately, it spooks as she approaches, so she watches it run off. As it run away, her Surgeon friend points out something shiny in the dirt ahead.

Discard Surgeon to explore again: Earthworks Card #2 - Ghost Battling Ring. I'm untrained in all three skills, so auto-fail.

Reaching for the shiny ring in the dirt, she feels a surge of negative energy coarse through her, and decides it's best left alone where it is, since she doesn't understand the mystic artifact well enough to carry it safely.

This turn was much less exciting than the previous one... ;-) Draw 3 to end turn.

Vika wrote:

Hand: Mace, Filter Hood, Topaz of Strength, Helpful Haversack, Naginata,

Displayed: Kikko Armor,
Deck: 7 Discard: 4 Buried: 0
Notes: Hayato, if you face the Henchman (or anybody else you're not worried about overkilling) feel free to recharge my Mace for +1d6, now that I have a second weapon in hand.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

Grand Lodge

Deck Handler

Turn 9
Blessing of Pharasma

Reveal Rodrick to recharge Alaeron

Explore Howling Sands -> Scroll of Thoth
Discard Rodrick to get a 1d8
Wisdom 7: 1d6 + 1d8 ⇒ (2) + (7) = 9 -> Obtained

Radovan continues to explore the Howling sands finding an old scroll that radiates cold. Successfully putting it in his bag he remembers that Ezren was looking for something like this.

Discard Blessing of the Gods to explore again -> Henchman
Reveal Kama for 1d6
Mork recharges Blessing of the samurai for 1d8
Combat 13: 1d8 + 1d6 + 2 + 1d6 + 1d8 ⇒ (7) + (2) + 2 + (5) + (1) = 17 -> Defeated
Henchman can't close but I can draw boons from location deck.

Continuing to search Radovan discovers a wizard of Nethys sent by the slavers to take the party down. He barrels into him with the help of tricks tough to him by Aleron back in Absaolm. He takes down the wizard and finds he is carrying lots of good items. "Hey with these I can make sure no one else can attack us from this Direction!"

Aquired (cards at bottom of post) -> Mumia Smugglers (#3), Dhabba (#4), Tussah Silk Coat (#6), Remove Curse (#8)

Discard Mumia Smugglers to explore -> 1 - Card #5, 2 - Card #7 : 1d2 ⇒ 2 -> Third Law. Displayed next to Scenario.

Discard Dhabba to explore again -> Skeletal Jackal
Combat 8: 1d8 + 1d6 + 1d4 ⇒ (6) + (4) + (4) = 14 -> Defeated

Attempting to close location -> Random Discard for scenario Random Card: 1d6 ⇒ 3 -> Discard Bloodbound Hat
Dex 5: 1d8 + 1 ⇒ (2) + 1 = 3
Bury Red Leathers to add 2 to final result. 3 + 2 -> 5

Radovan continues to explore, first triggering some ancient curse that lays itself on him, then confronting a skeletal jackal. The fight looked hard but was easy.

Finally to survey to make sure this way is clear Radovan has to make some fancy footwork across the dunes. Unfortunately he trips and though his red leathers are slashed he makes it to the top of a dune. "Desna weeps" he says looking at coat destroyed. "This is always happening."

Location Closed -> Banish Remove Curse to get rid of 3rd law.

Draw: Acadamae Student, Shord Sword +1

Radovan wrote:

Hand: Scroll of Thoth, Kama, Tussah Silk Coat, Acadamae Student, Shord Sword +1,

Displayed: Feel Viridio,
Deck: 9 Discard: 6 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.


Devil Form - Fell Viridio:

B

Outsider
Devil
Veteran

You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.

Scroll of Thoth:

Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

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

Mumia Smugglers:

Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

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

Dhabba:

Ally C

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Tussah Silk Coat:

Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Remove Curse:

Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Monster 2
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

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

Monster 3
Spoiler:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

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

Monster 4
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 5
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Random Barriers:
Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Barrier 2
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Barrier 3
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
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 10 check to banish this barrier.

Barrier 4
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 5
Spoiler:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

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

Random Weapons:
Weapon 1
Spoiler:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

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

Weapon 2
Spoiler:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 3
Spoiler:
Whip
Weapon C

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 4
Spoiler:
Frost Sling +1
Weapon 1

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
6

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

Weapon 5
Spoiler:
Explorer's Staff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
2

Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Random Spells:
Spell 1
Spoiler:
Acid Jet
Spell B

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Spell 5
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 3
Spoiler:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

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

Random Items:
Item 1
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Item 2
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Item 3
Spoiler:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

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

Item 4
Spoiler:
Crowbar
Item C

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Random Allies:
Ally 1
Spoiler:
Hyaenodon
Ally B

Traits
Animal
Trigger
Elite

Check
Wisdom
Survival
7

Powers
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.

Ally 2
Spoiler:
Caravan Guard
Ally B

Traits
Human
Hireling
Elite

Check
Bury an armor

OR
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Ally 3
Spoiler:
Porcupine
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Khelru
Ally 1

Traits
Human
Cleric

Check
Knowledge
Divine
Charisma
Diplomacy
9

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

Ally 5
Spoiler:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Turn: 10 Zarlova/magi210

Top of Blessing Discard Pile: Blessing of Ra

Top Blessing:
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: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 12 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 13 Vika)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 14 Radovan)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 5 (Turn 15 Zarlova)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessings Deck Card 6 (Turn 16 Ezren)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 17 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 8 (Turn 18 Vika)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 9 (Turn 19 Radovan)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 10 (Turn 20 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 13 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 14 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 15 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 16 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 17 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 19 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 20 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Hayato, Vika

Earthworks Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Earthworks Card 2:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Earthworks Card 3:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 4:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 5:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 6:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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,

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Scorched Ruins Card 2:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Scorched Ruins Card 3:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Scorched Ruins Card 4:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Scorched Ruins Card 5:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 6:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 7:
Death Hound
Monster C

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Scorched Ruins Card 8:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Howling Sands
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: Radovan,

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ezren

Shifting Dunes Card 1:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Shifting Dunes Card 2:
Skeletal Jackal
Monster B

Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Shifting Dunes Card 3:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Shifting Dunes Card 4:
Bonecrusher Hyenamaster
Monster B

Traits
Bonecrusher
Trigger
Basic

Check
Combat
9
THEN
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Shifting Dunes Card 5:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Shifting Dunes Card 6:
Thuvian Alchemist
Villain Monster B

Traits
Human
Alchemist
Poison

Check
Combat
12
OR
Intelligence
Craft
7

Powers
All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
Before you act, a random character at your location is dealt 1 damage.
For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.

Shifting Dunes Card 7:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Shifting Dunes Card 8:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.


Deck Handler Human Cleric

Turn 10: Blessing of Ra
Move: Shifting Dunes

Having finished off the strange guardian of the Obelisk, Zarlova decides to head to the Dunes to give the wizard a hand in their battle against the slavers.

Free Explore: Dhabba (Wisdom 6)
Wisdom 6: 1d10 + 1 ⇒ (8) + 1 = 9

She finds an odd looking creature, which seems to take an interest in her. It quickly breaks into a growl as a skeleton bursts from the sand. A blazing sword appears in her hand and she sets the skeleton ablaze.

Dhabba acquired, discard to explore again.

Explore 2: Skeletal Jackal (Combat 8)

Play Fireblade Combat 8: 1d10 + 4 + 2d4 ⇒ (6) + 4 + (4, 3) = 17

Overkill, random monster shuffled into this location. Recharge Fireblade Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13

Fireblade is placed back in top.
Play Wand of detect magic, examine the top (random) card. 1d7, 1 is random mob: 1d7 ⇒ 1

Attempt recharge wand instead of bury Recharge Divine 6: 1d10 + 4 ⇒ (10) + 4 = 14

Pulling out a wand and murmuring a command word, she continues searching the dunes for anything like to help their cause, but she attracts the attention of another gnoll slaver. A blast of light from her holy symbol drives the creature away and she pauses to rest and deliberate her next move.

Trigger encounters random mob 1: Bonecrusher Hunter Combat 14
Play Holy Light combat 14: 1d10 + 4 + 2d6 ⇒ (9) + 4 + (4, 1) = 18

Bonecrusher is defeated, recharge Holy Light Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8

Place Holy light back on top of deck.

End turn, reset hand.

Zarlova wrote:

Hand: Fireblade, Holy Light, Cure 1, Blessing of the Gods 3, Pearl of Wisdom, Chain Mail,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.


Deck Handler // Searching for: (None)

Start of turn: Blessing of the Elements is discarded from the blessings deck.
Ezren will hand his Cure off to Zarlova. She can use it better than me anyway, whether I want it used on myself or not.
Ezren uses his free exploration at the Shifting Dunes. It's still shuffled, but the random monster's been defeated, so just rolling a dice.

Shifting Dunes #: 1d6 + 2 ⇒ (2) + 2 = 4

Shifting Dunes Card 4: Bonecrusher Hyenamaster

Bonecrusher Hyenamaster:
Monster B
Traits
Bonecrusher
Trigger
Basic

Check
Combat
9
THEN
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Question for the BR:
I've noticed that Bonecrushers always have the "Bonecrusher" trait in our PbP, but in the physical Mummy's Mask (now that I own the box) I note they have the "Gnoll" trait instead. Is there some specific logic to that that I'm not aware of?

The flash of light from Zarlova's fireblade catches Ezren's attention, and he clambers over the dunes to reunite with the cleric as he recognizes her, trying to ignore the pain in his leg that remains despite his clumsy healing magics. Zarlova sees the wizard approach, but her face hardens and she makes a short motion.

'Gnoll behind you.' Ezren hears, clearly, Zarlova's voice amidst his thoughts. Ezren lets out a small smile, grateful for the silent warning as he begins to speak incantations under his breath, preparing his spells before the Gnoll realizes his would-be ambush has already been undone.

Ah, I hate series of combats when I don't have my Hungering Staff. Zarlova's here to help, but we're pretty comparable in all senses of combat here and I'm the one who's going to reset my hand in a second, so I guess I'll burn a couple of combat spells.

Ezren sets aside Life Drain for the first Combat check.
Combat 9: 1d12 + 1 + 2 + 2d4 ⇒ (2) + 1 + 2 + (3, 2) = 10 -> First combat check passed, no overkill.
Arcane 9 (Recharge): 1d12 + 1 + 2 ⇒ (4) + 1 + 2 = 7 -> Life Drain is discarded.

Life Drain randomly shuffles one card from my discard pile into my deck. Random Card from Discard: Life Drain.

Ezren sets aside Unshakable Chill for the second Combat check, and recharges Fire Snake for his power to add a die (+1d12).
Combat 9: 2d12 + 1 + 2 + 1d6 ⇒ (7, 1) + 1 + 2 + (2) = 13 -> Bonecrusher Hyenamaster.
Arcane 6 (Recharge): 1d12 + 1 + 2 ⇒ (6) + 1 + 2 = 9 -> Unshakable Chill is recharged.

Ezren finishes preparing his spells and turns, just as the Gnoll raises his weapon and releases his well-trained hound at the caster. But Ezren is too well prepared. The hound yelps and drops dead as its very life is pulled into the wizard's hand from afar, leaving it a shell of motionless flesh and bone, and the gnoll's charge is stopped in its tracks as Ezren blasts it with wave after wave of crippling cold, the Gnoll unable to approach and finally expiring as its organs give up under the force of the magical cold.

"Thanks for the warning." Ezren calls out, keeping those spells in the back of his mind for later, the pain in his leg gone following the wonderful adrenaline rush of the life draining spell, as usual.

I've got nothing but a Flame Staff in my hand, so I end my turn. Ezren will discard Flame Staff during hand reset. Flavor will be added in later.

Ezren wrote:

Hand: Black Spot, Life Drain, Viper Strike, Shield Cloak, Apprentice, Ukobach,

Displayed:
Deck: 4 Discard: 3 Buried: 1
Notes: Argh, STILL I can't draw my Hungering Staff! Damn these deck reshuffles. I keep seeing it as the would-be 'seventh' card on top of my deck when using the Deck Handler drawing tool too.

Still, I've got everything I need, and can support combat checks with Black Spot. IF Zarlova doesn't find a greater need, Ezren wouldn't mind a Cure spell to top off his deck size, but Hayato seems to be a priority, and Zarlova herself has more cards in discard. Keep in mind I just handed Z another Cure.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison 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.
When building your deck, you may treat any blessings that do not have the Divine trait as items.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Hyenamaster
Monster B

Traits
Bonecrusher
Trigger
Basic

Check
Combat
9
THEN
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Monster 2
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

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

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

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

Monster 4
Spoiler:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Monster 5
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Random Barriers:
Barrier 1
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 2
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Barrier 3
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

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

Barrier 4
Spoiler:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Barrier 5
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

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

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Weapon 2
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Weapon 3
Spoiler:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Weapon 4
Spoiler:
Fire Kukri +1
Weapon 1

Traits
Knife
Melee
Slashing
Fire
Magic
Elite

Check
Strength
Melee
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 5
Spoiler:
Flaming Heavy Pick +1
Weapon B

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

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

Random Spells:
Spell 1
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Spell 2
Spoiler:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 3
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

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

Spell 4
Spoiler:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 5
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 2
Spoiler:
Tussah Silk Coat
Armor C

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.

Armor 4
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

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

Armor 5
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Random Items:
Item 1
Spoiler:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 2
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 3
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Item 4
Spoiler:
Acid Flask
Item B

Traits
Liquid
Attack
Acid
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Item 5
Spoiler:
Brilliance of Ra
Item B

Traits
Object
Magic
Ra
Trigger

Check
Strength
Knowledge
Divine
5

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

Random Allies:
Ally 1
Spoiler:
Mad Dog Marrn
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 2
Spoiler:
Dredge
Ally B

Traits
Halfling
Rogue

Check
Charisma
Diplomacy
8

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

Ally 3
Spoiler:
Azaz Arafe and Zazu
Ally 1

Traits
Human
Evoker
AND
Animal

Check
Charisma
Diplomacy
Arcane
Divine
7

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

Ally 4
Spoiler:
Porcupine
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Turn: 12 Hayato/MorkXII

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 13 Vika)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 14 Radovan)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 15 Zarlova)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessings Deck Card 4 (Turn 16 Ezren)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 5 (Turn 17 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 18 Vika)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 7 (Turn 19 Radovan)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 8 (Turn 20 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 11 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 12 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 13 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 15 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 16 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 17 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 18 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Hayato, Vika

Earthworks Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Earthworks Card 2:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Earthworks Card 3:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 4:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 5:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 6:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Scorched Ruins Card 2:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Scorched Ruins Card 3:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Scorched Ruins Card 4:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Scorched Ruins Card 5:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 6:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 7:
Death Hound
Monster C

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Scorched Ruins Card 8:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Howling Sands
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: Radovan,

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:0 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Zarlova,

Shifting Dunes Card 1:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Shifting Dunes Card 2:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Shifting Dunes Card 3:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Shifting Dunes Card 4:
Thuvian Alchemist
Villain Monster B

Traits
Human
Alchemist
Poison

Check
Combat
12
OR
Intelligence
Craft
7

Powers
All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
Before you act, a random character at your location is dealt 1 damage.
For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.

Shifting Dunes Card 5:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.


Off turn:
Recharge BotSamurai for Radovan

Start of turn:
Blessing: BotA

Give Filter Hood to Vika.

Feeling more prepared now, Hayato moves to the Scorched Ruins - it's time to find and deal with Halfwhip.

Explore Scorched Ruins Card #1: Desert Trapper
Combat 7+1=8: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (4) = 17 Defeated. Random monster shuffled in.
He punches the Desert Trapper and scores a one-hit knock out.

End of turn:
Draw 3 cards.

Hayato wrote:

Skills and Powers:
Skills

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

Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Hand: Banner, Gambeson, Naginata, Spear of the Watchful Guardian, Wakizashi
Displayed: Kikko Armor
Deck: 4 Discard: 7 Buried: 3
Notes: Shirt reroll not used in 1D.
Banner:
Banner
Item B

Traits
Object
Basic

Powers
When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails to defeat a bane, burty this card; if proficient with heavy armors, recharge this card instead of burying it.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

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

Monster 2
Spoiler:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Monster 3
Spoiler:
Yellow Jelly
Monster C

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Monster 4
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Monster 5
Spoiler:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

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

Random Barriers:
Barrier 1
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 2
Spoiler:
Collapsing Scaffolding
Barrier B

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Barrier 3
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Barrier 4
Spoiler:
Hurtling Tiles Trap
Barrier 1

Traits
Obstacle
Trap
Basic

Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8

Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.

Barrier 5
Spoiler:
Burning Tar
Barrier B

Traits
Obstacle
Fire
Basic

Check
Dexterity
Acrobatics
Perception
Craft
6

Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

Random Weapons:
Weapon 1
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 2
Spoiler:
Explorer's Staff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
2

Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Weapon 3
Spoiler:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

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

Weapon 4
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 2
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 3
Spoiler:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 5
Spoiler:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Random Armors:
Armor 1
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 2
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 3
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 4
Spoiler:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Armor 5
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Random Items:
Item 1
Spoiler:
Twitch Tonic
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
6

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

Item 2
Spoiler:
Antitoxin
Item B

Traits
Liquid
Poison
Alchemical
Basic

Check
Intelligence
Knowledge
Craft
5

Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Item 3
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 4
Spoiler:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Item 5
Spoiler:
Mummified Cat
Item 1

Traits
Object
Magic
Mummy

Check
Wisdom
Survival
Divine
6

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

Random Allies:
Ally 1
Spoiler:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

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

Ally 2
Spoiler:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

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

Ally 3
Spoiler:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

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

Ally 4
Spoiler:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

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

Ally 5
Spoiler:
Tomb Raider
Ally C

Traits
Human
Rogue
Basic

Check
Charisma
Diplomacy
Acrobatics
4

Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

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

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Turn: 13 Vika/Maelwys0

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 14 Radovan)
Spoiler:
Blessing of the Ancients
Blessing C

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 2 (Turn 15 Zarlova)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessings Deck Card 3 (Turn 16 Ezren)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 4 (Turn 17 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 18 Vika)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 6 (Turn 19 Radovan)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 7 (Turn 20 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 8 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 10 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 11 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 12 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 13 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 14 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 15 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 16 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 17 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Earthworks Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Earthworks Card 2:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Earthworks Card 3:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 4:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 5:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 6:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hayato,
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Scorched Ruins Card 2:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Scorched Ruins Card 3:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Scorched Ruins Card 4:
Death Hound
Monster C

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Scorched Ruins Card 5:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Scorched Ruins Card 6:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 7:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 8:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Howling Sands
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: Radovan,

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:0 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Zarlova,

Shifting Dunes Card 1:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Shifting Dunes Card 2:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

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

Shifting Dunes Card 3:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Shifting Dunes Card 4:
Thuvian Alchemist
Villain Monster B

Traits
Human
Alchemist
Poison

Check
Combat
12
OR
Intelligence
Craft
7

Powers
All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
Before you act, a random character at your location is dealt 1 damage.
For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.

Shifting Dunes Card 5:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.


Deck Handler Blessing 3, Ally 3

Off turn, Hayato gave me a 2nd Filter Hood.

Turn 13, under the Blessing of Abadar. Start of turn use the Haversack to examine the top card of my deck, find an Earthbreaker, and leave it there.

As Hayato leaves to hunt down the leader of the slavers, Vika knows that it's her responsibility to stay in the Earthworks and chase out any slavers left hiding here. So reluctantly, she continues to explore... and stumbles right into a Toxic Geyser! Luckily she calls upon an inner strength she didn't even know she had, and manages to anticipate the blast and stay away from it.
Recharge Topaz of Strength to use a d10 on the skill check.
Check to Defeat - Wisdom 7: 1d10 ⇒ 7

Short turn. And I don't even get to draw any cards because my hand is still full. But got rid of something, at least...

Vika wrote:

Hand: Mace, Filter Hood, Helpful Haversack, Naginata, Filter Hood 2,

Displayed: Kikko Armor,
Deck: 7 Discard: 4 Buried: 0
Notes: Hayato, if you face the Henchman (or anybody else you're not worried about overkilling) feel free to recharge my Mace for +1d6, now that I have a second weapon in hand.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

Grand Lodge

Deck Handler

Turn 14
Blessing of the Ancients

Radovan decides to head to the Shifting Dunes to help out Ezren and Zarlova.

Move to Shifting Dunes

Explore -> Good Omen
Wisdom 6: 1d6 ⇒ 4 -> Banished

Discard Acadamea Student to explore -> Dry Quicksand
Dexterity 9: 1d8 + 1 ⇒ (2) + 1 = 3 ->

Radovan decides to head to the Shifting Dunes to help out Ezren and Zarlova.

Heading into the sands he sees a scroll lying out in the desert. "Oh well lets see what this is..." he moves forward trying to grab it, but missing. Of course his luck being what it is the scroll was in a pit of quicksand. He tries to get out of it but feels himself being pulled under, his cries of help dying as his head goes under the sand.

Draw: Amadi

Radovan wrote:

Hand: Scroll of Thoth, Kama, Tussah Silk Coat, Amadi, Shord Sword +1,

Displayed: Feel Viridio,
Deck: 8 Discard: 7 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.


Devil Form - Fell Viridio:

B

Outsider
Devil
Veteran

You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.


Deck Handler Human Cleric

Zarlova hears the rogue's cries and begins sifting through the sand to find him.

Turn 15: Blessing of Bastet
Shuffle Chain Mail back into deck.
Free Explore: 1d4, 1 is Radovan: 1d4 ⇒ 3

Encounter Thuvian Alchemist

BYA: Random character takes 1 poison damage 1d2, 1=Ezren, 2=Zarlova: 1d2 ⇒ 2

Zarlova discards Fireblade and draws scourge of poisoning.

Recharge Pearl of Wisdom to use wisdom die instead of Int. (This fuctionally did nothing, as the +1 wis bonus I have doesn't apply, for future reference.)

Use Ezren's Black spot to reduce by 2.

Craft 5 1d10+3: 1d10 + 3 ⇒ (3) + 3 = 6

Zarlova is struck by an odd acidic flask while searching through the sand. She quickly strips the heavy armor and hurls it back at her attacker, driving hm off.

Alchemist is defeated.
Play Cure 3 on Zarlova shuffle 1d4+1: 1d4 + 1 ⇒ (1) + 1 = 2 back in. Recharge Cure 3 Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8

Blessing of Pharasma and Dhabba shuffled back in. Cure 3 recharged.

Discard BotG 3 to explore again.
Explore 2 1d3, 1 is Radovan: 1d3 ⇒ 1

Digging through the sand some more, she locates her ally and drags him back to safety.

End turn, reset hand. Recharge 1d6: 1d6 ⇒ 3 Cure 1 due to poisoning.

Zarlova wrote:

Hand: Wand of Detect Magic, Holy Light, Pearl of Wisdom, Blessing of the Gods 1, Blessing of Pharasma 1,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Monster 2
Spoiler:
Emperor Cobra
Monster B

Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Monster 3
Spoiler:
Shock Toad
Monster B

Traits
Animal
Electricity
Basic

Check
Combat
6

Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

Monster 4
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

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

Monster 5
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

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

Random Barriers:
Barrier 1
Spoiler:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

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

Barrier 2
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Barrier 3
Spoiler:
Burning Tar
Barrier B

Traits
Obstacle
Fire
Basic

Check
Dexterity
Acrobatics
Perception
Craft
6

Powers
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

Barrier 4
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Barrier 5
Spoiler:
The Third Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

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

Random Weapons:
Weapon 1
Spoiler:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Weapon 2
Spoiler:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

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

Weapon 3
Spoiler:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

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

Weapon 4
Spoiler:
Frost Sling +1
Weapon 1

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
6

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

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Flames of the Faithful
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 2
Spoiler:
Acid Jet
Spell C

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

Spell 4
Spoiler:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

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

Random Armors:
Armor 1
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 4
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 5
Spoiler:
Vented Plate Mail
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
9

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

Random Items:
Item 1
Spoiler:
Feather of Maat
Item B

Traits
Object
Magic
Maat

Check
Constitution
Knowledge
Divine
5

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

Item 2
Spoiler:
Twitch Tonic
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
6

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

Item 3
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Smoked Glass Goggles
Item B

Traits
Accessory

Check
Intelligence
Craft
Wisdom
Survival
6

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

Random Allies:
Ally 1
Spoiler:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

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

Ally 2
Spoiler:
Azaz Arafe and Zazu
Ally 1

Traits
Human
Evoker
AND
Animal

Check
Charisma
Diplomacy
Arcane
Divine
7

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

Ally 3
Spoiler:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Ally 5
Spoiler:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

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

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

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

Blessing 2
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessing 3
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessing 4
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 5
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Turn: 16 Ezren/Yewstance

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 17 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 18 Vika)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 3 (Turn 19 Radovan)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 4 (Turn 20 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 8 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 9 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 11 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 13 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Earthworks Card 1:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Earthworks Card 2:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 3:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 4:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 5:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hayato,
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Scorched Ruins Card 2:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Scorched Ruins Card 3:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Scorched Ruins Card 4:
Death Hound
Monster C

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Scorched Ruins Card 5:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Scorched Ruins Card 6:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 7:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 8:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Howling Sands
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

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ezren, Zarlova, Radovan,

Shifting Dunes Card 1:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Shifting Dunes Card 2:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.


Deck Handler // Searching for: (None)

Off turn: Ezren sets aside Black Spot on Zarlova's turn, and attempts to recharge it.
Arcane 6 (Recharge): 1d12 + 1 + 2 ⇒ (7) + 1 + 2 = 10 -> Black Spot recharged.

Ezren starts his turn.
Blessing of the Ancients is discarded from the blessings deck.
Shield Cloak is shuffled into my deck due to the location power, which also clears my recharged pile.
Ezren moves to the Scorched Ruins, and explores.

From the outskirts of the sandy dunes, where they level off before dropping down the slopes towards the coast where the Pathfinders were to meet their contact, Ezren observes the battlefield. Travelling companions, guards and slavers alike lay wounded, charred along the slopes, and the wizard catches sight of Hayato amidst a section of ruined stonework, blade at the ready as he searches and hunts through the masonry. Flashes of motion suggest that the remaining slavers may well be concentrated there, and so Ezren tries to descend as silently as he can to provide assistance.

Scorched Ruins Card 1: Fireblade

Fireblade:
Spell B
Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Bleah, oh well, it's a free exploration if I grab it, at least.
Wisdom 6: 1d8 ⇒ 3 -> Fireblade banished.

As he slowly approaches the ruins, Ezren flexes his fingers and tries an incantation that Zarlova had been attempting to teach him, but he just cannot replicate her outcomes, and the would-be conjured blade dissipates into wisps of smoke.

Oh well. Ezren discards Ukobach to draw a card (Unshakable Chill) then explore my location, adding 1 and the fire trait to checks to defeat during the exploration.

Scorched Ruins Card 2: Toxic Geyser

Toxic Geyser:
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Uh oh. Uh. The check invokes fire (and acid, and poison), so Ezren recharges Viper Strike to add a die to his check to defeat. Ukobach adds 1 to the check to defeat.
Zarlova discard Blessing of the Gods to add a die.

Wisdom 7: 3d8 + 1 ⇒ (2, 4, 7) + 1 = 14 -> Defeated. Toxic Geyser banished.

Ezren summons his devil companion from his charm, commanding it to scout and find an entrance amidst the crumbling, scorched walls that he can access the interior of the ruins from without drawing much attention. It scampers off, and returns with ugly gestures to draw the wizard around and over some collapsed stonework and through a gap in the walls. Just as Ezren gives the command for it to return to its home plane, though, some noxious gasses begin to be released around him - did that devil try to draw him into a trap again!?

Thinking quickly, Ezren summons a rapid ward around him and hurries past the vapours, though his eyes still sting in the process.

I've still got at least 6 cards left in my deck - so I won't die in almost all cases - and I'd honestly like to hit a monster so I can at least Life Drain, so I'll discard Apprentice to explore again.

Scorched Ruins Card 3: Final Nights

Final Nights:
Barrier 1
Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

I said a monster, not the only other barrier! Fine.
Intelligence 7: 1d12 + 1 ⇒ (6) + 1 = 7 -> Defeated. Final Nights banished.

Ezren ends his turn and resets his hand. Flavor will be edited in shortly.

Ezren wrote:

Hand: Unshakable Chill, Life Drain, Fire Snake, Hungering Staff, Grave Tender, Black Spot,

Displayed:
Deck: 2 Discard: 5 Buried: 1
Notes: Strong request for a Cure. Hayato has a better discard pile, but I will move to the Hot Springs and refrain from doing anything on my next turn if I have no means of healing before then. Feel free to use my Black Spot - in fact, I encourage it, since it'll likely recharge and make me a little bit safer from death.

On the plus side, I finally got my Hungering Staff! *thumbs up*
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison 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.
When building your deck, you may treat any blessings that do not have the Divine trait as items.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Monster 2
Spoiler:
Ghoul
Monster 1

Traits
Undead
Ghoul

Check
Combat
11

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

Monster 3
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Monster 4
Spoiler:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Monster 5
Spoiler:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

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

Random Barriers:
Barrier 1
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Barrier 2
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

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

Barrier 3
Spoiler:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Barrier 4
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 5
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Explorer's Staff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
2

Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Weapon 3
Spoiler:
Returning Throwing Axe +1
Weapon 1

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

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

Weapon 4
Spoiler:
Torch
Weapon B

Traits
Club
Melee
Bludgeoning
Fire
Basic

Check
Strength
Intelligence
Wisdom
4

Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Weapon 5
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Random Spells:
Spell 1
Spoiler:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

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

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
9

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

Armor 2
Spoiler:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.

Armor 3
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 4
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 5
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Random Items:
Item 1
Spoiler:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 2
Spoiler:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

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

Item 3
Spoiler:
Canteen
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 4
Spoiler:
Flash Freeze
Item C

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Item 5
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Random Allies:
Ally 1
Spoiler:
Tomb Raider
Ally C

Traits
Human
Rogue
Basic

Check
Charisma
Diplomacy
Acrobatics
4

Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Ally 2
Spoiler:
Porcupine
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 3
Spoiler:
Shock Lizard
Ally B

Traits
Animal
Electricity
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

Ally 4
Spoiler:
Mad Dog Marrn
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 5
Spoiler:
Mahga Threefingers
Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

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

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Nethys
Blessing C

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Turn: 16 Ezren/Yewstance

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 17 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 18 Vika)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 3 (Turn 19 Radovan)
Spoiler:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessings Deck Card 4 (Turn 20 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 7 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 8 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 9 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 11 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 12 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 13 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 14 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Earthworks Card 1:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Earthworks Card 2:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 3:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 4:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 5:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hayato, Ezren,
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Death Hound
Monster C

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Scorched Ruins Card 2:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Scorched Ruins Card 3:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 4:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 5:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Howling Sands
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

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Zarlova, Radovan,

Shifting Dunes Card 1:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Shifting Dunes Card 2:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.


Start of turn:
Blessing: BotElements

Explore Scorched Ruins Card #1: Death Hound
Punching with Strength
Combat 7: 1d10 + 1 + 1d6 ⇒ (10) + 1 + (5) = 16
Ezren will do the second check, I'll display banner.


Deck Handler // Searching for: (None)

Off turn: Ezren sets aside Life Drain for the second Death Hound combat check. Hayato reveals Banner.
Combat 7 (Life Drain): 1d12 + 2d4 + 1 + 2 + 1 ⇒ (12) + (4, 2) + 1 + 2 + 1 = 22 -> Passed.
Arcane 9 (Recharge): 1d12 + 1 + 2 ⇒ (8) + 1 + 2 = 11 -> Life Drain recharged.

Life Drain randomly shuffles in 1 card from my discard pile (Apprentice). Recharged pile cleared.

Ezren wrote:

Hand: Unshakable Chill, Fire Snake, Hungering Staff, Grave Tender, Black Spot,

Displayed:
Deck: 4 Discard: 4 Buried: 1


Deck Handler Blessing 3, Ally 3

Turn 18, under the blessing of Wadjet

Vika continues to poke around the Earthworks, and quickly comes upon a swarm of undead critters she tries to slash some away with her Naginata, and then switches to smashing them with her Mace before they finally leave her alone.

Free exploration: Earthworks Card #1 - Ubashki Swarm. Attack with my Naginata for the variable dice
Check to Defeat - Combat 8: 1d10 + 3 + 2d8 ⇒ (1) + 3 + (6, 8) = 18
Discard the 8 = 10. Defeats it by 2, but not by 7. For the second attack, recharge the Mace to cycle my hand.
2nd Check to Defeat - Combat 8: 1d10 + 3 + 1d8 + 1d4 ⇒ (4) + 3 + (2) + (3) = 12

I am so done with this overkill rule and all the fancy footwork we need to do to avoid it! :-p Monster defeated with no overkill, but nothing else I can do this turn so I'll draw up and end my turn.

Vika wrote:

Hand: Earthbreaker, Filter Hood, Helpful Haversack, Naginata, Filter Hood 2,

Displayed: Kikko Armor,
Deck: 8 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.
  • Banner is in play

Random Monsters:
Monster 1
Spoiler:
Shock Toad
Monster B

Traits
Animal
Electricity
Basic

Check
Combat
6

Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

Monster 2
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Monster 3
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

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

Monster 4
Spoiler:
Skeletal Jackal
Monster B

Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Monster 5
Spoiler:
Geniekin
Monster B

Traits
Elemental
Outsider
Janni
Veteran
Trigger

Check
Combat
8

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

Random Barriers:
Barrier 1
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

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

Barrier 2
Spoiler:
Hurtling Tiles Trap
Barrier 1

Traits
Obstacle
Trap
Basic

Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8

Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.

Barrier 3
Spoiler:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Barrier 4
Spoiler:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Barrier 5
Spoiler:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

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

Random Weapons:
Weapon 1
Spoiler:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

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

Weapon 2
Spoiler:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

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

Weapon 3
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Weapon 4
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

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

Weapon 5
Spoiler:
Spelldagger
Weapon C

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
Arcane
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

Random Spells:
Spell 1
Spoiler:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2
Spoiler:
Acid Splash
Spell B

Traits
Magic
Arcane
Acid
Attack

Check
Intelligence
Arcane
4

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

Spell 3
Spoiler:
Knock
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
7

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

Spell 4
Spoiler:
Elemental Treaty
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Sands of Time
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Random Armors:
Armor 1
Spoiler:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Armor 2
Spoiler:
Tussah Silk Coat
Armor C

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 4
Spoiler:
Crocodile Skin Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Item 2
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 3
Spoiler:
Smoke Stick
Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

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

Item 4
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 5
Spoiler:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

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

Ally 2
Spoiler:
Porcupine
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 3
Spoiler:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Ally 4
Spoiler:
Embalmer
Ally C

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Pahmet Clansman
Ally C

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

Turn: 19 Radovan/huntsfromshadow

Top of Blessing Discard Pile: Blessing of Horus

Top Blessing:
Blessing of Horus
Blessing C

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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


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

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 4 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 5 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 6 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 7 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 8 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 9 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 10 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 11 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Earthworks Card 1:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 2:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 3:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 4:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hayato, Ezren,
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Scorched Ruins Card 2:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 3:
Ghost Scorpion
Monster B

Traits
Animal
Poison
Basic
Trigger

Check
Combat
9

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Scorched Ruins Card 4:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 5:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Howling Sands
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

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Zarlova, Radovan,

Shifting Dunes Card 1:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Shifting Dunes Card 2:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.


I6 Samurai, Tier 6

Hand update

Hayato wrote:

Skills and Powers:
Skills

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

Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Hand: Blessing of the Samurai, Emissary, Naginata, Spear of the Watchful Guardian, Wakizashi
Displayed: Banner, Gambeson, Kikko Armor
Deck: 2 Discard: 7 Buried: 3
Notes: Shirt reroll not used in 1D.
Banner:
Banner
Item B

Traits
Object
Basic

Powers
When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails to defeat a bane, burty this card; if proficient with heavy armors, recharge this card instead of burying it.

Grand Lodge

Deck Handler

Pre Turn -> When Zarlova takes damage I display a monster
Monster #1 - Shock Toad (B)

Turn 19
Blessing of Horus

Nodding to Zarlova for her help he dusts the sand off him and finds it has temporarily ruined his new silk coat. "Yea I got a feeling more bad luck coming my way" he mutters as he decides he wants done with this place.

Turn begins -> Shuffling Tussah Silk Coat into deck.

[ooc]Reveal Amadi to examine top card of Shifting Dune -> Khopesh -> Moving to bottom of locatiom deck.

Free Explore -> Echoes of Confusion
Diplomacy 8: 1d8 + 2 ⇒ (7) + 2 = 9 -> Banished

Discard Amadi to explore again -> Khopesh
Strength 7: 1d8 ⇒ 5 -> Banished

Summon Giant Sand Eel to close
Banish Shock Toad B for 2d6 on combat
Reveal Short Sword +1 for 1d6 + 1
Cls - 1d8 + 1d6 (Cls) + 2 Poision (Devil) + 2d6 (Devil) + 1d6 + 1 (Short Sword) + 1 (Banner)
Combat 13: 1d8 + 1d6 + 2 + 2d6 + 1d6 + 1 + 1 ⇒ (2) + (2) + 2 + (2, 2) + (1) + 1 + 1 = 13 -> Defeated (barley)

While exploring he finds a ghostly voice, confused and trying to confuse him. Luckily he is charismatic enough where he can calm down the voice. Of course after that a sand eel attacks. He grins, "oh this will be easy" he thinks for himself.

Desna had other plans though.

Every attack he ended up slipping and sliding on the sands, until he barley plunges his short sword into the eel. He defeats it but exhausted and yelling, "This way is clear" and collapsing onto the sand.

Draw: Cutlass, Blessing of Pharasma

Radovan wrote:

Hand: Scroll of Thoth, Kama, Cutlass, Blessing of Pharasma, Shord Sword +1,

Displayed: Feel Viridio,
Deck: 7 Discard: 8 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.


Devil Form - Fell Viridio:

B

Outsider
Devil
Veteran

You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.
  • Banner is in play

Random Monsters:
Monster 1
Spoiler:
Magma Spirit
Monster B

Traits
Elemental
Outsider
Fire
Basic

Check
Combat
9

Powers
The Magma Neblin is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Monster 2
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

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

Monster 3
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

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

Monster 4
Spoiler:
Death Hound
Monster B

Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Monster 5
Spoiler:
Skeletal Jackal
Monster B

Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Random Barriers:
Barrier 1
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 2
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Barrier 3
Spoiler:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Barrier 4
Spoiler:
Trapped Locker
Barrier C

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 5
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Random Weapons:
Weapon 1
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

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

Weapon 2
Spoiler:
Whip
Weapon C

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 3
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 4
Spoiler:
Explorer's Staff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
2

Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Weapon 5
Spoiler:
Kopis
Weapon B

Traits
Knife
Ranged
Slashing
Basic

Check
Dexterity
Ranged
5

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

Random Spells:
Spell 1
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Spell 2
Spoiler:
Immolate
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Acid Jet
Spell B

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

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

Armor 3
Spoiler:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 4
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

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

Armor 5
Spoiler:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.

Random Items:
Item 1
Spoiler:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

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

Item 2
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Item 3
Spoiler:
Osirion History Guide
Item B

Traits
Book
Basic

Check
Intelligence
Wisdom
Knowledge
3

Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

Item 4
Spoiler:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Embalmer
Ally C

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 3
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 4
Spoiler:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Ally 5
Spoiler:
Kafar
Ally B

Traits
Human
Rogue
Aspis
Trigger

Check
Wisdom
Charisma
Diplomacy
9

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessing 3
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 5
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Turn: 20 Zarlova/magi210

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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


Blessings Remaining: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 21 Ezren)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 2 (Turn 22 Hayato)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessings Deck Card 3 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 4 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 5 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 7 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 8 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 9 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 10 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Earthworks Card 1:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 2:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 3:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 4:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hayato, Ezren,
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Scorched Ruins Card 2:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 3:
Ghost Scorpion
Monster B

Traits
Animal
Poison
Basic
Trigger

Check
Combat
9

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Scorched Ruins Card 4:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 5:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Howling Sands
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

Shifting Dunes
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,


Deck Handler Human Cleric

Turn 20: Blessing of the Elements
Move to the Scorched Ruins.

Free Explore: Enchanter Combat 9

Zarlova heads over to the ruins to help her allies find the halfling and put and end to this hunt. She is quickly accosted by an enemy spellcaster and she grits her teeth against the pain and prepares countermeasures of her own. A ray of light strikes the caster in the chest sending him to the ground, but a few tendril of flames from his last second casting lick over the cleric, causing some burns. She decides to pause here and collect her thoughts before continuing.

BYA: Take 1 force damage (Discard Wand of detect magic)
Play Holy Light Combat 9 (1d10+4+2d6+1): 1d10 + 4 + 1 + 2d6 ⇒ (1) + 4 + 1 + (5, 4) = 15

Recharge Holy Light Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8

Holy Light is placed back on top of deck.

Enchanter is defeated.

AYA: 1 fire damage from enchanter: Discard Pearl of Wisdom

End Turn, reset hand.

Zarlova wrote:

Hand: Holy Light, Blessing of Pharasma 2, Sage, Chain Mail, Dhabba, Blessing of Pharasma 1,

Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes: One less annoying monster in the deck, but no cures yet.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.


Deck Handler Blessing 3, Ally 3

Temp closing. Starting with a random discard, based on my hand order in my last post.
Discard Card #: 1d5 ⇒ 2
Discarded Filter Hood, because of course it did. And bury Filter Hood 2 to close the location. So Ezren better not overkill this guy, or we'll need to fight him again just to chase him here and then beat him here. And I'd rather we just be done with Adventure 1 and the overkill rules entirely. ;-)

Vika wrote:

Hand: Earthbreaker, Helpful Haversack, Naginata,

Displayed: Kikko Armor,
Deck: 8 Discard: 5 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.

Grand Lodge

Deck Handler

Off turn quick fix to hand
Discard: 1d3 ⇒ 1 -> Scroll of Thoth
Draw to replace (as this would have happened at my turn) -> Blessing of the ancients

Radovan wrote:

Hand: Blessing of the Ancients, Kama, Cutlass, Blessing of Pharasma, Shord Sword +1,

Displayed: Feel Viridio,
Deck: 6 Discard: 9 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.


Devil Form - Fell Viridio:

B

Outsider
Devil
Veteran

You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.


Deck Handler // Searching for: (None)

Ezren starts his turn.
Blessing of the Elements is discarded from the blessings deck.
Ezren stays at the Scorched Ruins, and explores.

Recovering from the previous trap, but weary and injured, Ezren tries to stealthily crawl through the ruins, either to meet up with his Samurai ally or to find the remaining slavers before they find him.

Scorched Ruins Card 1: Heran Halfwhip (Villain)

Heran Halfwhip:
Villain Monster 1
Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Ezren sets aside Fire Snake for the BYA Dexterity check to use his Arcane skill.
Zarlova discards Blessing of Pharasma to add 2 dice.

Arcane 9: 3d12 + 1 + 2 ⇒ (8, 10, 4) + 1 + 2 = 25 -> BYA check passed.
Recharge 8 (Arcane): 1d12 + 1 + 2 ⇒ (8) + 1 + 2 = 11 -> Fire Snake recharged.

Too late.

Ezren spins around, driven by some instinct as the halfling slave leader - Halfwhip - descends on him from some unseen platform above, yelling and swinging a cruel flail! Ezren lifts his stave, deflecting the blow and stumbling back, following up by rapidly casting a cantrip to blind the halfling with a snake-like trail of fire and soot. As Heran cries, Ezren swings his Hungering Staff, seeking to sap the Halfling of its life before it can prepare another attack.

Moment of truth. Ezren reveals Hungering Staff for combat.
Combat 12 (Hungering Staff, Banner): 1d12 + 1 + 2 + 1d6 + 2 + 1 ⇒ (2) + 1 + 2 + (1) + 2 + 1 = 9

The staff churns with joy in the wizard's hands, and necrotic energies strike from the foul thing, causing the Halfling to scream and jerk unnaturally. But, taken by some impossible rage, Heran resists the pain enough to grab a chunk of stone from the worn ruins at his feet and fling it with perfect accuracy at Ezren.

CRACK.

Ezren stumbles back, stunned, seeing white as the stone ricochets off his forehead, his limbs not obeying him as he steps back, the magic of the staff reduced to nothing as he struggles to even remain conscious.

The wizard staggers... the staff now nothing more than an instrument to stop him from toppling over. He tries to babble some spell, but the halfling's nowhere to be seen in his doubling-vision... He hears, faintly, a familiar voice. Hayato? Ezren lifts a finger to his forehead, and it comes back bloody... So dizzy.

The wizard ungracefully falls to his knees, concussed, knowing he can't let his consciousness fade or he may never awaken, as he catches a blurred sight of the Halfling fleeing back into the shadows, spooked by Hayato's approach.

Ezren takes 3 combat damage, discarding everything but Hungering Staff from his hand. A check was failed with the (Corrupted) Hungering Staff, so an additional monster is shuffled into the deck. Ezren ends his turn, resetting his hand. Ezren has exactly 0 cards left in his deck, so anything that would cause him to examine, discard or draw any number of cards from his deck will lead to character death.

Flavor text about Ezren's near-death experience will be edited in later.

Ezren wrote:

Hand: Apprentice, Viper Strike, Life Drain, Hungering Staff, Shield Cloak, Fire Snake,

Displayed:
Deck: 0 Discard: 7 Buried: 1
Notes: Still a strong request for a Cure, obviously. But I do have my Shield Cloak and Life Drain in hand, so that's something. And an Apprentice to recharge to help recharge a Life Drain if I'm given the chance.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison 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.
When building your deck, you may treat any blessings that do not have the Divine trait as items.


Deck Handler // Searching for: (None)

Following discussion, using a shirt reroll on the 1d6 from my previous combat check.
Hungering Staff reroll: 1d6 ⇒ 1

Hah!

"I-I'm fine.. I'm fine. Fine. Go. Go after him." Ezren stammers insistently at the Samurai, the pain so great, sickeningly aware that his skull is cracked. He wraps his protective cloak around him, whispering some ward around him as he rests, dazed, in the ruins.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.
  • Banner is in play

Random Monsters:
Monster 1
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

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

Monster 2
Spoiler:
Shock Toad
Monster B

Traits
Animal
Electricity
Basic

Check
Combat
6

Powers
The Shock Toad is immune to the Electricity trait.
Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

Monster 3
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Monster 4
Spoiler:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

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

Monster 5
Spoiler:
Skeletal Jackal
Monster B

Traits
Undead
Skeleton
Basic

Check
Combat
8

Powers
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Random Barriers:
Barrier 1
Spoiler:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

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

Barrier 2
Spoiler:
Collapsing Scaffolding
Barrier B

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Barrier 3
Spoiler:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

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

Barrier 4
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Barrier 5
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

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

Random Weapons:
Weapon 1
Spoiler:
Shotel
Weapon B

Traits
Scythe
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Weapon 2
Spoiler:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Weapon 3
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 4
Spoiler:
Sling Staff
Weapon B

Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

Weapon 5
Spoiler:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

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

Random Spells:
Spell 1
Spoiler:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

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

Spell 3
Spoiler:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Random Armors:
Armor 1
Spoiler:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

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

Armor 2
Spoiler:
Tussah Silk Coat
Armor C

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

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

Armor 4
Spoiler:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Armor 5
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Item 2
Spoiler:
Antitoxin
Item B

Traits
Liquid
Poison
Alchemical
Basic

Check
Intelligence
Knowledge
Craft
5

Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Item 3
Spoiler:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

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

Item 4
Spoiler:
Acid Flask
Item B

Traits
Liquid
Attack
Acid
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Item 5
Spoiler:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Mad Dog Marrn
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 2
Spoiler:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

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

Ally 3
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 4
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Turn: 22 Hayato/MorkXII

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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


Blessings Remaining: 8
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 23 Vika)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 2 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 3 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 4 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 5 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 6 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 7 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 8 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Earthworks Card 1:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 2:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Earthworks Card 3:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 4:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:3 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hayato, Ezren,
Notes: Heran Halfwhip!

Scorched Ruins Card 1:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

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

Scorched Ruins Card 2:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

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

Scorched Ruins Card 3:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Scorched Ruins Card 4:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Scorched Ruins Card 5:
Ghost Scorpion
Monster B

Traits
Animal
Poison
Basic
Trigger

Check
Combat
9

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Howling Sands
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

Shifting Dunes
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,


I6 Samurai, Tier 6

Hayato explores the Scorched Ruins and finds a Crystal Stalker.

Combat 9: 1d10 + 3 + 1d6 ⇒ (7) + 3 + (2) = 12 Defeated.
He punches the creatures and it shatters.

Discard Emissary to explore.
Continuing to look for Halfwhip, he finds a Crocodile Skin Lamellar. He picks it up. Fortitude 5: 1d8 + 2 ⇒ (4) + 2 = 6. Acquired. Seems like it would fit well.

Discard BotSamarai to explore.

And then he finally finds Halfwhip!
Recharge Spear of the Watchful Guardian for +d6 the BYA check (character power), and Zarlova's BoPharasma for a d6 as well
3d6 ⇒ (4, 3, 3) = 10. Success
Combat with Naginata
Combat 12: 1d10 + 3 + 2d8 ⇒ (6) + 3 + (2, 3) = 14 - 2 = 12. Defeated, but escapes to Earthworks. Scorched Ruins closes automatically.
Halfwhip has escaped me again!

End of turn, draw 2 cards.

Hayato wrote:

Skills and Powers:
Skills

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

Powers
Hand Size: 4 ☑5
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☐ 1d10).
On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

Hand: Blessing of the Ancients, Blessing of the Samurai, Crocodile Skin Lamellar, Naginata, Wakizashi
Displayed: Gambeson, Kikko Armor
Deck: 2 Discard: 9 Buried: 3
Notes: Shirt reroll not used in 1D.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

Random Monsters:
Monster 1
Spoiler:
Ghost Scorpion
Monster B

Traits
Animal
Poison
Basic
Trigger

Check
Combat
9

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Monster 2
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

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

Monster 3
Spoiler:
Yellow Jelly
Monster C

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Monster 4
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

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

Monster 5
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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

Random Barriers:
Barrier 1
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

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

Barrier 2
Spoiler:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

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

Barrier 3
Spoiler:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

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

Barrier 4
Spoiler:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Barrier 5
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Random Weapons:
Weapon 1
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 2
Spoiler:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

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

Weapon 3
Spoiler:
Shotel
Weapon B

Traits
Scythe
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Weapon 4
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 5
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Random Spells:
Spell 1
Spoiler:
Acid Jet
Spell B

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 3
Spoiler:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

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

Spell 4
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 5
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Random Armors:
Armor 1
Spoiler:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Armor 4
Spoiler:
Crocodile Skin Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Item 2
Spoiler:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.

Item 3
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 4
Spoiler:
Crowbar
Item C

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Random Allies:
Ally 1
Spoiler:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Ally 2
Spoiler:
Tomb Raider
Ally B

Traits
Human
Rogue
Basic

Check
Charisma
Diplomacy
Acrobatics
4

Powers
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

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

Ally 4
Spoiler:
Porcupine
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

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

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

Traits
Divine
Basic

Check
Divine
3

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

Blessing 2
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 3
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Blessing 4
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

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

Blessing 5
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Turn: 23 Vika/Maelwys0

Top of Blessing Discard Pile: Blessing of Thoth

Top Blessing:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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


Blessings Remaining: 7
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 24 Radovan)
Spoiler:
Blessing of Ra
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.

Blessings Deck Card 2 (Turn 25 Zarlova)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 3 (Turn 26 Ezren)
Spoiler:
Liberty's Edge Favor
Favor 1

Traits

Check

Powers
When you discard this card from the blessings deck, draw an ally from the box.

While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

Blessings Deck Card 4 (Turn 27 Hayato)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 5 (Turn 28 Vika)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

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

Blessings Deck Card 6 (Turn 29 Radovan)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

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

Blessings Deck Card 7 (Turn 30 Zarlova)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:2
Located here: Vika

Earthworks Card 1:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Earthworks Card 2:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 3:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Earthworks Card 4:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Earthworks Card 5:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Hot Springs
At This Location: At the end of your turn, you may recharge a random 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

Towering Obelisk
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

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

Scorched Ruins
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hayato, Ezren,
Notes: Heran Halfwhip!

Howling Sands
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

Shifting Dunes
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,


Deck Handler Blessing 3, Ally 3

Turn 23, under the Blessing of Thoth. Start of turn, peak into my Helpful Haversack, and find a Blessing of the Samurai. Discard the Haversack to draw the Blessing into hand.

Free Exploration: Earthworks Card #1 - The First Law. Displayed next to the scenario.

Seeing the halfling making for his location, Vika heads off in pursuit. Unfortunately, he seemed to have spotted her coming, because he releases a golem to intercept her. She quickly dispatches it with her Naginata, but not before attracting even more attention. She's heard that halflings can be lucky... but this one seems to have more lives than a cat...

Discard Blessing of the Samurai to explore again: Earthworks Card #2 - Alchemical Golem. Attack it with my Naginata
Check to Defeat - Combat 10: 1d10 + 3 + 2d8 ⇒ (9) + 3 + (8, 7) = 27
Drop the 8 = 19. Still overkill. Boo. :-p And I can't attempt to close, since I'm out of armor. So the Henchman goes away, but a different monster takes it's place. And then I auto-fail the Knowledge check for First Law, and gain a Curse of Ravenous, which banishes First Law.
Curse of Ravenous: 1d4 ⇒ 4 - Bury Items. I bury my Haversack. Draw 3 new cards and end my turn.

Vika wrote:

Hand: Earthbreaker, Naginata, Blessing of the Gods, Blood Periapt, Greatclub,

Displayed: Kikko Armor, Curse of Ravenous,
Deck: 4 Discard: 7 Buried: 1
Notes: Lots of blunt objects, feel free to use them against any monster fights here.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Weapon
Hand Size 4
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.


During This Adventure:

  • The scourge die is 1d4+1.
  • When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario:

  • The First Law is in play[list]
  • Treat the villain Thuvian Alchemist as a henchman.
  • Before you attempt to temporarily or permanently close a location, discard a random card.

    Random Monsters:
    Monster 1
    Spoiler:
    Skeletal Jackal
    Monster B

    Traits
    Undead
    Skeleton
    Basic

    Check
    Combat
    8

    Powers
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Monster 2
    Spoiler:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Monster 3
    Spoiler:
    Fire Hydra
    Monster B

    Traits
    Aberration
    Fire
    Basic

    Check
    Combat
    7

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Monster 4
    Spoiler:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

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

    Barrier 2
    Spoiler:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Barrier 4
    Spoiler:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Barrier 5
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Fire Lance
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite

    Check
    Dexterity
    Ranged
    Craft
    5

    Powers
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Weapon 2
    Spoiler:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Weapon 3
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 5
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Random Spells:
    Spell 1
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Shield
    Armor C

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Armor 2
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 3
    Spoiler:
    Armored Kilt
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 4
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Tussah Silk Coat
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Twitch Tonic
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 2
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 3
    Spoiler:
    Holy Water Grenade
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Item 4
    Spoiler:
    Ring of the Godless
    Item B

    Traits
    Accessory
    Magic

    Check
    Wisdom
    5

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

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Ally 2
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

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

    Ally 3
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessing 4
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 5
    Spoiler:
    Blessing of Nethys
    Blessing C

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Turn: 24 Radovan/huntsfromshadow

    Top of Blessing Discard Pile: Blessing of Ra

    Top Blessing:
    Blessing of Ra
    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.


    Blessings Remaining: 6
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 25 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 2 (Turn 26 Ezren)
    Spoiler:
    Liberty's Edge Favor
    Favor 1

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, draw an ally from the box.

    While this card is on top of the blessings discard pile, you may add 1d4 to your checks against barriers and allies.

    Blessings Deck Card 3 (Turn 27 Hayato)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 4 (Turn 28 Vika)
    Spoiler:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 5 (Turn 29 Radovan)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 6 (Turn 30 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Vika

    Earthworks Card 1:
    Heran Halfwhip
    Villain Monster 1

    Traits
    Trigger
    Halfling
    Rogue

    Check
    Combat
    12

    Powers
    When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

    If defeated by 7 or more, Heran Halfwhip evades instead.

    Earthworks Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

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

    Earthworks Card 3:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Earthworks Card 4:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Hot Springs
    At This Location: At the end of your turn, you may recharge a random 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

    Towering Obelisk
    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

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

    Scorched Ruins
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Hayato, Ezren,
    Notes: Heran Halfwhip!

    Howling Sands
    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

    Shifting Dunes
    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,

  • Grand Lodge

    Deck Handler

    Turn 24
    Blessing: Blessing of Ra

    Radovan heads to the earthworks passing by Ezren and not liking what he is seeing. "Got to end this now" he mumbles to himself as he gets to the location.

    Move to Earthworks

    Free Explore -> Heran Halfwhip
    Dexterity 9: 1d8 + 1 ⇒ (3) + 1 = 4 -> Failed
    Random Discard: 1d5 ⇒ 1 -> Discard Blessing of the Ancients

    Vikia recharges mace for 1d6
    Combat 12: 1d8 + 1d6 + 2 + 1d4 + 1d6 ⇒ (4) + (3) + 2 + (2) + (3) = 14 -> Defeated

    He yells out, "Heran!" in his most gravely demonic voice, and hears a small intake of breath behind a furnace.

    "Got ya" he grins as he notices Vikia and motionsfor her to move around the side. He waits till the halfling sees Vikia with a club, herding the slaver to where Radovan waits.

    He steps up in front of the halfling. "I've seen your kind of Egoria worthless slavers" he growls as he lets his claws skewer the slaver and throws his lifeless body into the lit furnace.

    He looks around, "Can we please leave this place now?" he says as he heads to give Ezren a hand to the boat.


    DEVELOPMENT:
    Escape! Though you can hear more footsteps cracking through the underbrush, the enemies nearby have all been dispatched. You sprint across the sand and leap into Pegsworthy’s rowboat. Once safe aboard the Bonaventure, Siddique claps you on the backs and gives you his genuine thanks for saving his life. As per your agreement, he tells you all he knows about the traitor Pasha Muhlia al-Jakri, though what he says does anything but calm your nerves.

    Al-Jakri has been busy making powerful friends since her escape from Absalom. According to Siddique, she has the ear of High Strategos Maxillar Pythareous, fueling his dreams of bringing glory to Taldor through conquest of its southern neighbor, Qadira. Not satisfied with instability in eastern Avistan, she’s been working with a Gebbite Blood Lord who provides her with thralls to do her bidding in Thuvia and Nex. Though Siddique confesses he does not know the ends to which these thralls are put, he believes that many are unwilling participants who would, should their mind control be disrupted, cease their actions and potentially help the Pathfinder Society.

    This, it seems, is what hope feels like.

    SCENARIO REWARD:
    For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the weapon Scorpion Whip and 1 character may temporarily replace 1 armor in his deck with the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.

    Scorpion Whip:
    Scorpion Whip
    Weapon 1

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite

    Check
    Strength
    Melee
    8

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

    Akhentepi's Armor:
    Akhentepi's Armor
    Loot Armor 1

    Traits
    Light Armor
    Magic

    Check
    None

    Powers
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, discard this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    ACQUIRED CARDS:
    Armor B Crocodile Skin Lamellar
    Armor B Filter Hood
    Armor B Filter Hood
    Armor B Tussah Silk Coat
    Item B Acid Flask
    Item 1 Scroll of Thoth
    Ally B Dhabba
    Ally C Dhabba
    Ally B Embalmer
    Ally B Mumia Smugglers
    Blessing B Blessing of Ra


    Deck Handler // Searching for: (None)

    Small flavor post:
    With a low moan, Ezren accepts Radovan's assistance as he stumbles aboard the rowboat with the remainder of the pathfinders and their close allies. In no time, he's collapsed, gratefully, into one of the available seats as Zarlova quickly tends to his cracked skull.

    Her healing is painful, but effective, though a combination of blood loss and concussion leaves Ezren still disoriented and weak. Damn that Halfling had a good throwing arm. Left in a daze, he's unable to silence the incessant whispering amidst the inside of his skull, the telepathically shared desires and suggestions of the foul staff that lies on the wizard's lap. He considers, as the small boat rocks and shudders across each wave, dumping the thing in the ocean... but instead, he clutches it harder. He may have been dead, perhaps multiple times over, by now if it weren't for it. Or perhaps he'd be safer.

    Even so. It would be a shame to destroy such a remarkable tool... in fact, Ezren senses it could only become more powerful in time, if he can just keep it fed. Where did that Cultist get the thing? Did he make it? What of the moloch charm that summons the devilish creature? Did the Cultist manage to get off the island, anyway?

    'Lets hope he hasn't.' Ezren considers, 'Then I no longer have to worry about him continuing to follow me in his incessant efforts to convert me. I don't need his tutelage past the foundations he provided.'

    Well. Despite the danger, the adventure was certainly a more rewarding experience than Ezren may have hoped for; and to top it off, he didn't even need to end up paying his former 'bodyguard' Tengu. After some rest, he may offer his services to the Pathfinder Society once more, to assist them with hunting down Muhlia al-Jakri.


    4-P1: MURDER IN THE MARKETPLACE (LAZZERO)
    The sun blazes overhead as thousands gather outside a market square in the Thuvian capital Merab. The arrival of merchants from all over the continent and beyond brings the promise of wondrous treasures. On the other side of a closed gate, merchants place the finishing touches on their stalls. A stall exhibiting rows of fine Qadiran carpets commands the most prominent location, next to a colorful display of alchemical tinctures. Palpable excitement fills the air, but you can’t shake a feeling of unease. According to your contact Satiyar Siddique, the Pasha Muhlia al-Jakri plans to create a calamitous disruption in Thuvia soon, and Merab is her most likely target. Could one of the Pasha’s mind-controlled servants be lurking nearby? You scan the crowds for anyone who seems out of place.

    A uniformed guard announces the opening of the market. As the crowd surges forward, the rows of Qadiran carpets suddenly fall to the ground. The crowd’s excited chatter transforms into screams of terror. Where the carpets once hung dangle the corpses of three people clad in the holy garb of Sarenrae’s clergy. Their white vestments are spotless, but an inverted pentagram—a symbol of Asmodeus—is drawn in blood on their foreheads.

    Some of the guards try to manage the panicked crowds while others rush to the grisly scene. Before you can devise a way to convince them to let you investigate, you catch a glimpse of a cloaked figure on a nearby rooftop, an unflinching spectator of the horror below. Fighting against the crush of the crowd, you search for a way up. The side of a market stall will have to suffice. As you clamber onto the roof, the figure notices you. His pale skin glistens with sweat, and his expression is vacant. He turns to face you, uttering the opening words of some dark incantation.

    VILLAIN:
    Lazzero
    HENCHMEN:
    Beheaded (x1)
    Blightwing (x1)
    Ajin Ra Baqa (x1)
    Forgotten Pharoah Cultists

    DURING THIS ADVENTURE:

    • The adventure deck number is 2. The scourge die is 1d6.
    • When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

    DURING THIS SCENARIO:

    • At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.
    • When you would fail a check against a non-villain card, you may draw a card then bury your hand to succeed instead.
    • When you encounter a villain or henchman and do not defeat it, bury the top card of your deck.
    • If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.


    During This Adventure:

    • The adventure deck number is 2. The scourge die is 1d6.
    • When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

    During This Scenario:

    • At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.
    • When you would fail a check against a non-villain card, you may draw a card then bury your hand to succeed instead.
    • When you encounter a villain or henchman and do not defeat it, bury the top card of your deck.
    • If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

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

    The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:2 Al:0 Bl:0 ?:

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:

    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 ?:

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:

    Grand Lodge

    Deck Handler

    Trader - Falsin


    Deck Handler // Searching for: (None)

    Ezren trades his Flame Staff item for the Game of Afterlife Loot Item.
    Ezren visits the Sunburst Market, trading away his Thieves' Tools item for the Remove Curse spell.

    Ezren chooses to start at the Glass Pavilion, though he'll be automatically moved at the start of the first turn due to the scenario power anyway.
    A reminder that Ezren has a new item that may allow him to support all combat and Charisma checks at his location freely, so he'll be attempting to 'party up' a bit more. He also has access to Curse removal.

    Starting Hand & Start-of-Scenario power:
    Ezren wrote:

    Hand: Unshakable Chill, Game of Afterlife, Shield Cloak, Grave Tender, Binder's Tome, Black Spot,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Binder's Tome allows me to freely aid combat and Charisma checks at my location. Players can also feel free to use Game of Afterlife on nasty curses or Black Spot against monsters.
    Sideboard cards:

    Ezren cannot pass a Strength or Acrobatics 5 check, so he discards one card of his choice (Shield Cloak) and moves to a random location.

    Random Location: 1d7 ⇒ 4 -> Ezren is moved to Ghoul Square.


    Deck Handler Blessing 3, Ally 3

    Deck Upgrade: Blessing of the Samurai 3 -> Blessing of Gorum
    Loot: Swap out Heavy Wooden Shield for Filter Hood
    Trader: I'll follow to Falsin Deek this time around just to give the others an extra choice, though I don't want to trade for anything.
    Vika will start at the Sepulcher of the Servant

    Starting Hand:

    Vika wrote:

    Hand: Topaz of Strength, Helpful Haversack, Kikko Armor, Surgeon, Wakizashi,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Start of First Turn:

    Start of the First Turn - Strength 5: 1d10 + 1 ⇒ (2) + 1 = 3
    Fail initial check, discard Haversack, and move to location:
    New Location: 1d7 ⇒ 2
    New Location - The Shiny Bauble. And then I'll display my Kikko Armor. And then I'm finally ready to start. ;-)


    Deck Handler Human Cleric

    Zarlova will swap out the Dog for the BoE at the market, as usual.

    Start at the pavilion, and since I have no chance of making the check, move to 1d7: 1d7 ⇒ 5 (Mumia Lab) and discard Wand of Detect Magic.

    Zarlova wrote:

    Hand: Augury, Blessing of Pharasma 2, Cure 1, Holy Light, Sage,

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

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.


    Deek's Random Item 1:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

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

    Deek's Random Item 2:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    Deek's Random Item 3:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

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


    I6 Samurai, Tier 6

    Hayato will:
    -pass on Deek's wares.
    -swap Wakizashi for Scorpion Whip
    -swap Portable Ram for Compass
    -trade Weaponrack Backpack for Remove Curse
    -start at Ghoul Square

    Hayato wrote:

    Skills and Powers:
    Skills

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

    Powers
    Hand Size: 4 ☑5
    Proficient With: Light Armors Heavy Armors Weapons
    On your first combat check of your turn, add 1d6 (☐ 1d10).
    On your (☐ or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 (☐ 1d10).

    Hand: Blessing of Gorum, Blessing of the Samurai, Camel, Jinfu, Retriever, Scorpion Whip
    Displayed: 0
    Deck: 11 Discard: 0 Buried: 3
    Notes: Shirt reroll not used in 1-P (Lazarro)
    Jinfu:
    Jinfu
    Cohort B

    Traits
    Animal
    Mount
    Owner: Hayato

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

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

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

    Start of First Turn:
    Strength 5: 1d10 + 1 ⇒ (2) + 1 = 3. Discard Retriever, move to 1d7 ⇒ 4 Ghoul Square

    During This Adventure:

    • The adventure deck number is 2. The scourge die is 1d6.
    • When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

    During This Scenario:

    • At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.
    • When you would fail a check against a non-villain card, you may draw a card then bury your hand to succeed instead.
    • When you encounter a villain or henchman and do not defeat it, bury the top card of your deck.
    • If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

    Random Monsters:
    Monster 1
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 2
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

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

    Monster 4
    Spoiler:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Monster 5
    Spoiler:
    Bonecrusher Wizard
    Monster B

    Traits
    Bonecrusher
    Wizard
    Trigger
    Elite

    Check
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Locker
    Barrier C

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Barrier 2
    Spoiler:
    Alchemical Gas
    Barrier B

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

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

    Barrier 3
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 4
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Barrier 5
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Whip
    Weapon C

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 2
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Weapon 3
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

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

    Weapon 5
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Random Spells:
    Spell 1
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 2
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

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

    Spell 3
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Viper Strike
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Madu
    Armor B

    Traits
    Shield
    Offhand
    Elite

    Check
    Constitution
    Fortitude
    3
    OR
    Melee
    5

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

    Armor 2
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 3
    Spoiler:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

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

    Random Items:
    Item 1
    Spoiler:
    Ghost Battling Ring
    Item B

    Traits
    Accessory
    Magic
    Pharasma
    Veteran

    Check
    Arcane
    Divine
    Knowledge
    8

    Powers
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 2
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 3
    Spoiler:
    Crowbar
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    3

    Powers
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Item 4
    Spoiler:
    Compass
    Item B

    Traits
    Object
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Item 5
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Random Allies:
    Ally 1
    Spoiler:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Ally 3
    Spoiler:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Miau Pakhet
    Ally P

    Traits
    Catfolk
    Bard
    Gambling

    Check
    Charisma
    Diplomacy
    13

    Powers
    After a charcter at your loation rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location, then put it on the top or bottom of the deck. Then you may explore your location.

    Ally 5
    Spoiler:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

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

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 2
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessing 3
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessing 5
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Turn: 1 Zarlova/magi210

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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


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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 3 (Turn 4 Vika)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 4 (Turn 5 Radovan)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 6 (Turn 7 Ezren)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 7 (Turn 8 Hayato)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 9 Vika)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 10 (Turn 11 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 11 (Turn 12 Ezren)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 12 (Turn 13 Hayato)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Vika)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 14 (Turn 15 Radovan)
    Spoiler:
    Blessing of Bastet
    Blessing C

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 15 (Turn 16 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 17 (Turn 18 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 Vika)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 Zarlova)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 21 (Turn 22 Ezren)
    Spoiler:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 22 (Turn 23 Hayato)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 23 (Turn 24 Vika)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

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

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessings Deck Card 25 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 26 (Turn 27 Ezren)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 27 (Turn 28 Hayato)
    Spoiler:
    Blessing of Khepri
    Blessing P

    Traits
    Divine
    Healing
    Khepri

    Check
    Craft
    7
    OR
    Divine
    5

    Powers
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

    Blessings Deck Card 28 (Turn 29 Vika)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 29 (Turn 30 Radovan)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

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

    Sepulcher of the Servant Card 1:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Sepulcher of the Servant Card 2:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

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

    Sepulcher of the Servant Card 3:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Sepulcher of the Servant Card 4:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Sepulcher of the Servant Card 5:
    Ajin Ra Baqa
    Henchman Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    Divine
    12
    THEN
    Combat
    Divine
    12
    THEN
    Combat
    Divine
    8

    Powers
    If you fail a check to defeat Ajin Ra Baqa, instead of the normal damage, you are dealt 1 Cold damage for each die you rolled on the check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 6:
    Blessing of Nethys
    Blessing C

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Sepulcher of the Servant Card 7:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Sepulcher of the Servant Card 8:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Sepulcher of the Servant Card 9:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.
    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.

    Sepulcher of the Servant Card 10:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:2 Al:0 Bl:0 ?:1

    The Shiny Bauble Card 1:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

    The Shiny Bauble Card 2:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

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

    The Shiny Bauble Card 3:
    Bonecrusher Wizard
    Monster B

    Traits
    Bonecrusher
    Wizard
    Trigger
    Elite

    Check
    Combat
    9

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

    The Shiny Bauble Card 4:
    Fire Lance
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite

    Check
    Dexterity
    Ranged
    Craft
    5

    Powers
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    The Shiny Bauble Card 5:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    The Shiny Bauble Card 6:
    Beheaded
    Henchman Monster 1

    Traits
    Undead

    Check
    Combat
    12
    OR
    Arcane
    Divine
    10

    Powers
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    The Shiny Bauble Card 7:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    The Shiny Bauble Card 8:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

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

    The Shiny Bauble Card 9:
    Flash Freeze
    Item B

    Traits
    Liquid
    Cold
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    The Shiny Bauble Card 10:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1

    Vizier's Hill Card 1:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Vizier's Hill Card 2:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

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

    Vizier's Hill Card 3:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Vizier's Hill Card 4:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Vizier's Hill Card 5:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Vizier's Hill Card 6:
    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.

    Vizier's Hill Card 7:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

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

    Vizier's Hill Card 8:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Vizier's Hill Card 9:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Vizier's Hill Card 10:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    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

    Ghoul Square Card 1:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Ghoul Square Card 2:
    Magma Spirit
    Monster B

    Traits
    Elemental
    Outsider
    Fire
    Basic

    Check
    Combat
    9

    Powers
    The Magma Neblin is immune to the Fire trait.
    If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.

    Ghoul Square Card 3:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Ghoul Square Card 4:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Ghoul Square Card 5:
    Bonecrusher Hyenamaster
    Monster B

    Traits
    Bonecrusher
    Trigger
    Basic

    Check
    Combat
    9
    THEN
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Ghoul Square Card 6:
    Djinni Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

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

    Ghoul Square Card 7:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Ghoul Square Card 8:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 9:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

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

    Ghoul Square Card 10:
    Blasphemous Priest
    Monster C

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

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

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

    Mumia Lab Card 1:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

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

    Mumia Lab Card 2:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mumia Lab Card 3:
    Twitch Tonic
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Mumia Lab Card 4:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Mumia Lab Card 5:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

    Mumia Lab Card 6:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

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

    Mumia Lab Card 7:
    Magma Spirit
    Monster B

    Traits
    Elemental
    Outsider
    Fire
    Basic

    Check
    Combat
    9

    Powers
    The Magma Neblin is immune to the Fire trait.
    If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.

    Mumia Lab Card 8:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Mumia Lab Card 9:
    Lightning Storm
    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.

    Mumia Lab Card 10:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:1

    Glass Pavilion Card 1:
    Immolate
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    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 7 check to recharge this card instead of discarding it.

    Glass Pavilion Card 2:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Glass Pavilion Card 3:
    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.

    Glass Pavilion Card 4:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Glass Pavilion Card 5:
    Dance of the Dead
    Barrier P

    Traits
    Trigger
    Cache
    Curse
    Magic

    Check
    Dexterity
    Charisma
    10

    Powers
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Glass Pavilion Card 6:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Glass Pavilion Card 7:
    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.

    Glass Pavilion Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Glass Pavilion Card 9:
    Camouflaged Pit Trap
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    6
    OR
    Dexterity
    Acrobatics
    7

    Powers
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Glass Pavilion Card 10:
    Emperor Cobra
    Monster B

    Traits
    Animal
    Poison
    Basic

    Check
    Stealth
    6
    OR
    Combat
    8

    Powers
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1

    Dilapidated Plaza Card 1:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

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

    Dilapidated Plaza Card 2:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Dilapidated Plaza Card 3:
    Lazzero
    Villain Monster 2

    Traits
    Human
    Cleric

    Check
    Combat
    18
    OR
    Divine
    13

    Powers
    Before you act, either bury a card or discard 1d4+1 cards from the top of your deck.
    While you act, blessings that do not have the Asmodeus, Baalzebul, Barbatos, Belial, Dispater, Geryon, Mammon, Mephistopheles, or Moloch trait add d4 instead of the normal die.

    Dilapidated Plaza Card 4:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Dilapidated Plaza Card 5:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Dilapidated Plaza Card 6:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

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

    Dilapidated Plaza Card 7:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Dilapidated Plaza Card 8:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Dilapidated Plaza Card 9:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Dilapidated Plaza Card 10:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

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


    Deek's 4th Random Item:
    Ahh! I see you are a man of exceedingly refined taste! Perhaps this might be of interest? Deek pulls another item from the back of his wagon.

    Smoke Stick
    Item 1

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    8

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


    Deck Handler Human Cleric

    Turn 1: Blessing of Maat
    Location power; Constitution check Constitution 4: 1d6 ⇒ 6
    Success, no curse drawn. Move to the Glass Pavilion.
    Free Explore: Immolate. Auto Acquire (Divine 5)

    Immolate added to hand. Look at the top card of deck with character power, it is not a spell, leave it on top.

    Discard Sage to explore again.

    Explore 2: Henchmen, Forgotten Pharaoh Cultists (Combat 14)

    Play Holy Light. Play Blessing of Pharasma 2

    Combat 14: 3d10 + 4 + 2d6 ⇒ (3, 8, 4) + 4 + (6, 3) = 28

    Cultists defeated.

    Recharge Holy Light Divine 8: 1d10 + 4 ⇒ (7) + 4 = 11
    Holy Light is placed on top of deck.

    Attempt to close.

    Divine 7: 2d10 + 4 ⇒ (9, 2) + 4 = 15 (Use BoG from Hayoto)

    Glass Pavilion is closed.

    End Turn, reset hand.

    Zarlova wrote:

    Hand: Augury, Holy Light, Immolate, Cure 1, Blessing of the Gods 2, Inflict,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top ([X ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.

    Grand Lodge

    Deck Handler

    Sorry for delay.
    No Trades.

    Starting Location: Ghoul Square

    Radovan wrote:

    Hand: Rodrick, Blessing of the Elements, Short Sword +1, Compass, Acadamae Student,

    Displayed: Norge,
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1
    Wisdom d6 [ ] +1
    Charisma d8 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.


    Devil Form - Norge:

    B

    Outsider
    Devil
    Veteran

    You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.

    Star of First Turn:

    Start of First Turn:
    Strength 5: 1d8 ⇒ 5 -> Success.
    Random location: 1d7 ⇒ 4 -> Ghoul Square


    Deck Handler // Searching for: (None)

    Small Suggestion for Zarlova:
    It's almost always better to look at the bottom card of your deck with your character power (assuming you haven't already seen it/recharged something else there). Once you fail to draw a spell that way once, you no longer have to attempt to do so until you shuffle your deck because it's a static value; whereas the top of your deck keeps changing as you draw cards. Basically, if you fail to find a spell you still get useful information that's relevant for the rest of the scenario, whereas you get nothing if you fail to find a spell on top.

    Whatever you see on the bottom (just 'draw from deck' as usual, it's fully randomised) just put into your Recharged column so it's properly at the bottom of your deck.

    But it's entirely your character and your call. Fantastic work at the Pavilion! Perhaps a little blessing-happy, but you've got Cure Spells, so you can certainly afford to spend as many cards as you please!

    Off turn: As stated in spoiler text in my opening post, Ezren fails the start-of-scenario check, discards Shield Cloak and is moved to Ghoul Square.
    Ezren starts his turn.
    Blessing of the Ancients is discarded from the blessings deck.

    Ezren wrote:

    Hand: Unshakable Chill, Game of Afterlife, Grave Tender, Binder's Tome, Black Spot,

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

    Just as the party is ready to encounter the cloaked figure, he finishes his spell, tendrils of darkness lashing out from a growing cloud of blackness. The sudden darkness and threats give the figure ample time to escape, as a sudden swipe from the magic - carrying a very real force behind it - knocks Ezren from the rooftop. With a cry, the wizard reaches out in an attempt to grab onto a ledge, anything, then rapidly cantrips a force spell beneath him to try to soften his fall.

    He lands back in the marketplace with a painful thud; but thanks to his spell, his injuries are minor. People mill about him, the air a clamour of shrieks and muttering, spelling currents of morbid fascination, shock and fear as confusion reigns supreme, and he clambers to his feet with a short grunt, looking around to find a lead as to where the figure may have gone. He won't surprise them like that again...

    Well... So many choices for possible locations:
    -I have the Grave Tender to give me some advantage against Undead at the Sepulcher of the Servant.
    -I'm the best person to close Vizier's Hill.
    -The Shiny Bauble has the most spells.
    -The Dilapidated Plaza has the greatest benefit for being closed as early as possible.

    I think I'm not all that well suited for dealing with barrier-heavy locations (at least until I get my Fire Snake spell), so Ezren will move to the Sepulcher of the Servant and explore his location.

    Sepulcher of the Servant Card 1: Shock Toad (Becomes Undead)

    Shock Toad:
    Monster B
    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Zap! Ezren discards Game of Afterlife to Electricity damage. Damn, not an easy discard to choose. I also have at least 3 different ways of approaching this particular combat check, since every card in my hand is or can be relevant to it. Amusingly, with the help of my power I could even use all 4 cards legally.

    What I will do, ultimately, is the following:
    -Use my default Strength attack (1d4).
    -Reveal Binder's Tome to add 1d4 and the Mental trait to my combat check. The Shock Toad is immune to Mental due to the location, but Ezren ignores all of its immunities with his own power because it has the Electricity trait.
    -Recharge Grave Tender to add 1d8 to my check against an Undead bane.

    Combat 6: 2d4 + 1d8 ⇒ (2, 1) + (3) = 6 -> Defeated. Shock Toad banished.

    As Ezren turns a corner into an empty alley, he steps in something squishy that makes a hideous croaking sound, and a sudden electric shock running through his leg causes the wizard to gasp in pain and step back. The remains of another of the damned elementally charged toads of the land was there, but somehow... wrong, perverted. It looks like it's been dead for at least days, if not weeks, judging by the bloated, decaying skin, though it certainly made a sound - and released a shock - that suggested it was alive before Ezren tread on it. Another means of sowing chaos in the city?

    Ezren discards Black Spot to explore again.

    Sepulcher of the Servant Card 2: Alchemical Gas

    Alchemical Gas:
    Barrier C
    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

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

    The bane invokes the Acid trait, so Ezren will recharge Unshakable Chill to add a die to his check to defeat.
    Intelligence 7: 2d12 + 1 ⇒ (3, 3) + 1 = 7 -> Defeated. Alchemical Gas banished.

    A cloaked figure from a nearby rooftop - though Ezren can't tell if it's the same one or a new cultist - seems to recognise the wizard and throws a flask of some kind of acidic substance that splashes across the alleyway in front of him, releasing corrosive fumes and blocking Ezren's progress. Cursing, Ezren rapidly throws the first spell that comes to mind - a blast of forceful cold - that covers enough of the hazardous substance in magical ice for long enough for Ezren to leap across, now aggressively chasing the cloaked figure from ground level.

    Ezren ends his turn and resets his hand.

    Ezren wrote:

    Hand: Hungering Staff, Ukobach, Viper Strike, Life Drain, Binder's Tome, Spellbook,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Notes: I've got my Hungering Staff, so I should be suited for combat for the rest of the scenario. My Binder's Tome, however, cannot provide combat support at my current location due to the Undead-ness of the monsters (I possibly should have considered that when picking my location).
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Card that has the Attack trait
    Hand Size 6 [ ] 7
    Proficient with: None [ ] Light Armors
    Powers:
    On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
    When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison 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.
    When building your deck, you may treat any blessings that do not have the Divine trait as items.

    251 to 300 of 1,859 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [Adventure Card Game] Season #3: Season of Factions' Favor (Tier 1) All Messageboards

    Want to post a reply? Sign in.