[ACG] BR skizzerz's Season of Faction's Favor

Game Master skizzerz

4-3A: Supply and Demand | Party Hand Overview / Loot / Traders / Cohorts | Sunburst Market card list
Turn Order:
1. Ezren/Abraham Z.
2. Aric/勝20100
3. Zelhara/Nathan Davis
4. Reiko/zeroth_hour
5. Seoni/EmpTyger


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Female Gnome Combat Paladin, Tier 5, Deck Handler

It is the dawn of a new adventure, and Raz finds herself without a weapon, charging into battle. What else is new?

Hour is Isis. Start of turn, attempt to acquire top blessing: Blessing of Wadjet.
Divine 5: 1d6 + 2 ⇒ (6) + 2 = 8

Explore Siege card 1: Crawling Hands. Reveal Do-maru, Reveal Ring.
Combat 13 (17): 1d8 + 3 + 1 + 1d4 + 3 ⇒ (8) + 3 + 1 + (4) + 3 = 19

Discard Horse to explore card 2: Coffer Corpse. Reveal ring.
Combat 8: 1d8 + 3 + 1d4 + 3 ⇒ (1) + 3 + (1) + 3 = 8
Combat 10: 1d8 + 3 + 1d4 + 3 ⇒ (6) + 3 + (1) + 3 = 13 Double success!

Discard Wadjet to examine top card of location: Acid Flask. Then explore siege deck 3: Ubashki Swarm. Reveal Ring.
Combat 8 (10): 1d8 + 3 + 1d4 + 3 ⇒ (6) + 3 + (2) + 3 = 14
Combat 8 (10): 1d8 + 3 + 1d4 + 3 ⇒ (4) + 3 + (1) + 3 = 11

"These undead things really are afraid of my magic ring. I'll have to thank good trader Deek for this great find!"

End turn, reset hand, drawing 1.

Raz wrote:

Hand: Bo Gorum, Champion's Do-Maru, Ring of the Grasping Grave , Retriever 1, Warhorse 1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available for use.
Movement: Will discard a mount ally to move to your location and take your encounter, Ring adding 1d4 + 3 vs all monsters this scenario. Do-maru adds an extra 1 vs story banes.
Other:

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Current Location: Shiny Bauble
Favored Card: Ally
Hand Size: 4 ☑ 5☐ 6☐ 7☐ 8☐ 9
Proficiencies:
Armors, Weapons
Powers:
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor ☑ or an item or an ally, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.


deck handler

Isis without a Candle. Sad... :(

Hour: Uh... Horus, I guess.
Move: None

Reiko didn't have time to assess the situation, but there were a lot of enemies. Clear hordes now, assess later.

Siege Deck 4: Acid Mantis

Reiko found an Acid Mantis bearing down on her. She prepped her Chakram and fired. She was not happy about the ineffectiveness of her poisons but she'd deal.

Combat 9: 1d10 + 1d8 + 5 ⇒ (10) + (2) + 5 = 17

That went down. Onward (discard Compass)... to a Corridor Dart Trap. While she was good at Stealth, she preferred some backup and the Quartermaster Corps had some good contingencies in place (recharge BotQ)

Stealth 6+##=12: 2d10 + 5 ⇒ (2, 7) + 5 = 14

She was able to sneak through and disarm the trap. Next (discard Majordomo)... was the Old Eye-Taker. While she could normally take him on with full resources, she was a little spent and decided discretion was the better part of valor. (She evades him.)

Reiko wrote:

Hand: Materialize, Galvanic Chakram +1, Sage, Blessing of the Quartermaster A, Staff of Minor Healing,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Reroll not used. Materialize is available if you encounter a hard monster or barrier.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer Deck Handler

Blessing 3: Elements o’clock
Shuffled Siege deck: 1d36 + 5 ⇒ (16) + 5 = 21
Exploring Siege Deck 21: Crawling Hands

Crawling Hands:
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Displaying Frostbite, using Catacombs
Combat 13(17): 2d12 + 4 + 1d6 ⇒ (8, 6) + 4 + (1) = 19
Crawling Hands is banished
Arcane 7: 1d12 + 4 ⇒ (12) + 4 = 16
Frostbite is recharged
The hands emerged first, but the fingers withered and fell off as Seoni unleashed a frost spell.

Shuffled Siege deck: 1d36 + 5 ⇒ (18) + 5 = 23
Discarding Blessing of Pharasma to explore Siege Deck 23: Telekinesis Trap

Telekinesis Trap:
Barrier 2
Traits: Trap Arcane Magic Elite
To Defeat: Arcane Divine 12 OR Constitution Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Discarding Disable Mechanism
Arcane 12: 1d12 + 4 + 2d8 ⇒ (6) + 4 + (1, 5) = 16
Arcane 12: 1d12 + 4 ⇒ (5) + 4 = 9
Disable Mechanism remains discarded. Telekinesis Trap is banished.
The dhamphir seemed to be using some form of telekinesis. “None of that, now,” said the sorcerer, shutting down the magical trap.

Recharging Surgeon to cure Blessing of Pharasma
Ending turn. Resetting hand

Seoni drank her surgeon’s potion of health and settled in for an extended battle.

Seoni wrote:

Hand: Gem of Mental Acuity, Fire Snake, Cleric of Nethys, Frostbite, Blessing of Pharasma B, Blessing of the Gods 3,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard (Tier 3.0) | Ezren's Deck //

It is the hour of Thoth.

Ezren wakes from a long nap and finds himself at the Surgery. How odd. I feel fine, perfectly fine. Though that dream about being a priest of Asmodeus was quite peculiar...

He sets out for a stroll, but doesn't get far before he discovers a remarkable library! By Jove, this must be the Great Library of Tephu! I must go inside...I'm sure I'll find some useful knowledge in these tomes. Just then he looks up and realizes that the city is under siege! He hurries inside, certain that the library will offer him something useful to defeat the undead hordes outside.

Discard Augury, examining Great Library for Spells
Top three cards of Great Library are Clinging Venom (Spell B), Bal Themm (Ally 2), Blessing of Maat (Blessing 2). Great Library is now shuffled, but putting Clinging Venom on the bottom.
Recharge Augury? Arcane 8: 1d12 + 4 ⇒ (9) + 4 = 13 Recharged
Ezren power to examine top of my deck: Chameleon.

Frustrated that the Great Library yielded him only a useless scroll that would be of no use against the vile creatures assaulting the city walls, Ezren decides to look more carefully.
Discard Locate Object to examine the cards in the Great Library
Examine (shuffled) Great Library, Clinging Venom (card 1) is on the bottom: 1d5 + 1 ⇒ (3) + 1 = 4
By the power of his magic, Ezren soon finds a scroll describing an ancient elemental treaty.

Elemental Treaty:

Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Ezren cannot fail an Arcane 4 check. Elemental Treaty (Spell B) is acquired.
Great Library is shuffled.

Armed with the scroll, Ezren decides that he is ready to face the invaders.

Free Exploration: Siege deck, can't be 21 or 23: 1d36 + 5 ⇒ (22) + 5 = 27
Before he can reach the undead monsters, however, a poorly constructed scaffolding collapses upon poor Ezren's head!

Collapsing Scaffolding:

Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Dex 4: 1d6 ⇒ 2
Recharge Sapphire of Intelligence
Dex 7: 1d12 ⇒ 5
Collapsing Scaffolding power is *not* triggered.
Collapsing Scaffolding (card 27) is undefeated and is shuffled back into the Siege Deck.
Scenario Power, banish a card from random open location: 1d3 ⇒ 1
Top card of Towering Obelisk (Elemental Treaty, Spell C) is banished.

From above - got distracted and forgot to roll this Recharge Locate Object? Arcane 8: 1d12 + 4 ⇒ (2) + 4 = 6 Locate Object remains discarded

Frustrated but unharmed by the scaffolding, Ezren follows his Fox into battle.

Discard Fox to explore Siege deck, can't be 21 or 23: 1d36 + 5 ⇒ (8) + 5 = 13
The little fox leads him right to a horrible undead monstrosity! One without even a head!

Beheaded:

Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

BYA: 1d4 ⇒ 4
Ezren displays Elemental Treaty at Great Library, thereby negating 1 Electricity damage from the Beheaded.
Discard Life Drain
Arcane 10: 1d12 + 4 + 2d4 ⇒ (4) + 4 + (2, 3) = 13 Beheaded (Siege Deck 13) is banished
Recharge Life Drain? Arcane 9: 1d12 + 4 ⇒ (4) + 4 = 8 Discarded
Life Drain power: 1d3 ⇒ 3 Life Drain is shuffled into the deck
Ezren power to examine top of deck: Sphere of Fire. He draws it.

After his battle with the beheaded, Ezren pauses to catch his breath.
End turn. Reset hand.

Ezren wrote:

Hand: Sphere of Fire, Blessing of the Elements, Game of Afterlife, Marionette, Sapphire of Intelligence, Augury, Unwrapped Harmony,

Displayed: Elemental Treaty aq,
Deck: 8 Discard: 2 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Game of Afterlife - banish a curse
Blessing of the Elements
Location: Great Library"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.

Turn Summary:
* Great Library - Elemental Treaty (card 4) was acquired and displayed at the Great Library. The rest of Great Library has been shuffled.
* Towering Obelisk - card 1 has been banished.
* Siege deck - card 13 has been banished.


Male Human Vigilante Deck Handler

Hour of Thoth

Start of turn: exchange Aric for the Red Raven

Move phase:
- end: use Red Raven’s feat to examine next card, choosing the Siege deck: can't be 13, 21 or 23: 1d36 + 5 ⇒ (4) + 5 = 9 Trapped Locker. Use feat to exchange Akina for kit’s psychic detective

Explore
Dexterity 9: 1d10 + 2 ⇒ (10) + 2 = 12 Random armor 1 is Burglar's Buckler

The Red Raven is trying to detect enemies but only finds a trapped locker. He tries to remove the trap, and manage to pull it off. Inside there’s a burglar’s buckler, a bit ironic.

Discard Psychic detective to examine next card.
can't be 9, 13, 21 or 23: 1d36 + 5 ⇒ (14) + 5 = 19 Ubashki Swarm Trigger. Use feat to get Sorrowsoul from Kit instead of Eando Kline
Trigger Stealth 6: 1d10 + 4 ⇒ (1) + 4 = 5 Recharge Sorrowsoul to add 1 to die that are 1 or 2, so that it makes this a 6, so no useless fight.
Then decide to explore (from Psychic detective)
Recharge Dandy Brute to add d6 and finesse
1st Combat 8: 1d10 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12 beat by more than 2 so no problem
Discard Blessing of Asmodeus for an extra die
2nd Combat 8: 2d6 ⇒ (1, 4) = 5 Discard Burglar's Buckler to reduce damage by 4 so no damage.
Autofail Constitution 7, so bury Candle of Comity.
Not defeated, so banish card from 1d3 ⇒ 3 Alchemical Laboratory card 1d6 ⇒ 3

Trying to find a weapon, the red raven goes on toward a swarm he heard of from a psychic detective contact. He manages to avoid attracting its attention, and destroy half the ubashki with his Dandy Brute buddy. But luck is not on his side and he must retreat after the creature destroy the buckler he just found, and his candle.

End of turn:
- use Red Raven power to examine, choosing location. card 1 is Bladeguard . Switch to Aric.
- reset hand, drawing 5

Aric at #3 wrote:

Aric Hand Size 6: Blessing of Bastet (Blessing), Tooled Crocodile Skin (Armor), Mirian Raas (Ally), Mask of the Red Raven (Item), Bloodbound Hat (Item), Shark Skin Armor (Armor)

Displayed: Burglar's Buckler
Deck: 10 Discard: 2 Buried: 1
Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
Kit: Akina (Ally), Eando Kline (Ally), Hand of the Honest Man (Loot Item)
Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8 ☑ +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8 ☑ +1
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

Favored Card: None

Still no weapon in hand…
Alchemical Lab card 3 banished
Siege deck: card 9 defeated


Deck Handler // Searching for: Spell 3 > Item 3 > Weapon 3

Aric's Blessing should've been Wadjet
Bastet Day

Bury Harrow Deck to Examine top 3 of Alchemical Laboratory.
Card 1: Feather of Maat - Banished by Aric (unless it is card 3 like Aric said)
Card 2: Good Omen
Card 3: Ring of the Godless
Card 4: Caravan Guard
Leave as is
Reveal Flawless Monocle

Recharge Harrow Deck Perception 12: 1d8 + 5 + 1d4 ⇒ (8) + 5 + (4) = 17

Mavaro starts looking around to see if there's anything worth grabbing. So far, nothing. He takes his Planchette to the Caravanserai looking for an "item."
Discard Planchette to examine

Only Nebet cowering in the corner.
Recharge Planchette Perception 6: 1d8 + 5 ⇒ (1) + 5 = 6

Well. Guess it's time for "heroics"
Free Explore
Shuffle Explore, can't be 9, 13, 21, 23: 1d36 + 5 ⇒ (4) + 5 = 9
Reroll Shuffle Explore, can't be 9, 13, 21, 23: 1d36 + 5 ⇒ (7) + 5 = 12

To his surprise, Mavaro discovers another hidden cache in Grave Goods.
Recharge Blessing of Elements to put Blessing of Elements on top. Discard Blessing of Abadar and Recharge Reiko's Blessing of the Quartermaster A
Craft 12: 1d8 + 3 + 2d8 + 1d8 ⇒ (8) + 3 + (6, 2) + (8) = 27 Chooses Item: Holy Water Grenade

Mavaro wrote:

Hand: Holy Water Grenade , Ooze Falchion +1, Blessing of the Elements, Flawless Monocle, Mind over Gravity, Cleric of Nethys,

On Top: Spirit Surge
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Blessing Available. Mind Over Gravity +1d10 to any Dex check
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Perception d8 +5
Wisdom d8 +3
Divine d8 +3
Intelligence d8 +3
Arcane d8 +3

1/2 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.



During This Adventure: The adventure deck number is 3. The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor (proxy with Tablet of Languages Lost).

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When a bane from the siege deck is undefeated, banish a card from a random open location deck.
If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
To win the scenario, a location must be open while the siege deck is empty.

Defensive Stance: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Additional Rules:

New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
What follows are base trader rules from Mummy's Mask, with some irrelevant info snipped out.
Most traders list a type of card that they offer and a trade cost; characters can pay the trade cost to get a card offered by the trader. Each character may visit 1 trader that has been checked off on the Bazaar card; multiple characters may visit the same trader. First, display the chosen traders. Then for each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.
To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card’s adventure deck number. After paying the trade cost, the character may take a card displayed on the trader. Each character can make no more than 1 trade. If more than 1 character chose the same trader, those characters should randomly determine which character trades with that trader first.

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.

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

Scourges:

See the Additional Rules spoiler for rules about Scourges and the Scourge Table.

Curse of Poisoning (8 copies)

Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, 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
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Curse of Fevered Dreams (3 copies)

Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.

Story Banes:

Nyctessa (Henchman)
Spoiler:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

Beheaded (Henchman)

Spoiler:
Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
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.

Old Eye-Taker (Henchman)

Spoiler:
Old Eye-Taker
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.

Gaunt Cadaver (Henchman)

Spoiler:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Crawling Hands (Henchman)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Summons:

Blightwing (Summon)
Spoiler:
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Crawling Hands (Summon)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Natron Zombie (Summon)

Spoiler:
Natron Zombie
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Support Cards:

Auction House (Trader)
Spoiler:
Auction House
Trader 2
The Auction House offers allies. Cost: 2 boons.

Falsin Deek (Trader)

Spoiler:
Falsin Deek
Trader B
Falsin Deek offers items. Cost: 2 boons.
4-2B Reward: Reduce trade cost by 1 (to a minimum of 1).

Ghoul Market (Trader)

Spoiler:
Ghoul Market
Trader 1
The Ghoul Market offers armors. Cost: 2 boons.
4-2E Reward: Reduce trade cost by 1 (to a minimum of 1).

Hadden Hoppert (Trader)

Spoiler:
Hadden Hoppert
Trader B
Hadden Hoppert offers spells. Cost: 2 boons.

Smiths of Wati (Trader)

Spoiler:
Smiths of Wati
Trader B
Smiths of Wati offers weapons. Cost: 2 boons.

Sunburst Market (Trader)

Spoiler:
Sunburst Market
Trader 1
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Defensive Stance

Spoiler:
Defensive Stance
Defensive Stance B
During This Scenario: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Acquired Cards:

Burglar's Buckler (Armor 1)
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Elemental Treaty (Spell B)

Spoiler:
Elemental Treaty
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Holy Water Grenade (Item B)

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
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.

Random Monsters:

Monster 1
Spoiler:
Plague Zombie
Monster 1
Traits: Undead Elite
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 2

Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
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 3

Spoiler:
Burning Child
Monster 3
Traits: Undead Fire
To Defeat: Combat 16 OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Monster 4

Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits: Trigger Gnoll Basic
To Defeat: Combat 9 THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Monster 5

Spoiler:
Sun Falcon
Monster 1
Traits: Animal Fire
To Defeat: Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Random Barriers:

Barrier 1
Spoiler:
Memories of Violence
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

Barrier 2

Spoiler:
Dance of the Dead
Barrier P
Traits: Trigger Curse Magic Cache
To Defeat: DexterityCharisma 10
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 3

Spoiler:
Poison Blade Trap
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 4

Spoiler:
Poison Blade Trap
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 5

Spoiler:
Insanity Mist
Barrier 3
Traits: Trigger Trap Magic
To Defeat: None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

Random Weapons:

Weapon 1
Spoiler:
Shocking Scimitar +2
Weapon 3
Traits: Sword Melee Slashing Finesse Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

Weapon 2

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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:
Frost Sling +1
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
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 4

Spoiler:
Flask Thrower
Weapon 2
Traits: Sling Ranged Bludgeoning Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Weapon 5

Spoiler:
Dagger of Doubling
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Random Spells:

Spell 1
Spoiler:
Speak with Dead
Spell 1
Traits: Magic Divine Undead
To Acquire: Wisdom Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2

Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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:
Sands of Time
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spell 4

Spoiler:
Toxic Cloud
Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Locate Object
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location 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.

Random Armor:

Armor 1
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 9
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:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Advocate's Armor
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.

Random Items:

Item 1
Spoiler:
Healer's Kit
Item B
Traits: Tool Healing
To Acquire: Wisdom Survival Divine 6
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:
Ghost Battling Ring
Item B
Traits: Accessory Magic Pharasma Veteran
To Acquire: Arcane Divine Knowledge 8
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 3

Spoiler:
Soul Stimulant
Item 2
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
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.

Item 4

Spoiler:
Flash Freeze
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
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:
Mahga Threefingers
Ally B
Traits: Half-Orc Ranger
To Acquire: Charisma Diplomacy 8
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:
Sedja
Ally 3
Traits: Animal
To Acquire: Charisma Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Ally 3

Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Ally 4

Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
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 5

Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessing 3

Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
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 that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Blessing 4

Spoiler:
Blessing of Nethys
Blessing C
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
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
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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: 7 Raz/eddiephlash
Top of Blessing Discard Pile:

Blessing of Bastet:
Blessing of Bastet
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
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 that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Blessings Remaining: 23

Blessings Deck Cards/Turn Order:

Blessings Deck Card 8 - Turn 8 Reiko/zeroth_hour

Spoiler:
Blessing of Horus
Blessing C
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
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.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 9 - Turn 9 Seoni/EmpTyger

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 - Turn 10 Ezren/Abraham Z.

Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 11 - Turn 11 Aric/勝20100

Spoiler:
Blessing of Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
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.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 12 - Turn 12 Mavaro/Nathan Davis

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 13 Raz/eddiephlash

Spoiler:
Blessing of Ra
Blessing C
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 14 Reiko/zeroth_hour

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 15 Seoni/EmpTyger

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 16 - Turn 16 Ezren/Abraham Z.

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 17 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 18 - Turn 18 Mavaro/Nathan Davis

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 19 - Turn 19 Raz/eddiephlash

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 20 Reiko/zeroth_hour

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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 21 - Turn 21 Seoni/EmpTyger

Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 22 Ezren/Abraham Z.

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 23 - Turn 23 Aric/勝20100

Spoiler:
Silver Crusade Favor
Favor 2
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 24 - Turn 24 Mavaro/Nathan Davis

Spoiler:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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 25 - Turn 25 Raz/eddiephlash

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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 26 - Turn 26 Reiko/zeroth_hour

Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 27 - Turn 27 Seoni/EmpTyger

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 28 - Turn 28 Ezren/Abraham Z.

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 29 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 30 - Turn 30 Mavaro/Nathan Davis

Spoiler:
Blessing of the Ancients
Blessing C
Traits: Divine Basic
To Acquire: Divine 3
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.

Siege Deck
M: 13 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
BR reminder, please ignore: 1-5, 9, 12-13, 21, 23

Siege Deck Card 1:
Lightning Storm
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 32
Siege Deck Card 2:
Quicksand Bunyip
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 34
Siege Deck Card 3:
Emperor Cobra
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 20
Siege Deck Card 4:
Ghost Scorpion
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 35
Siege Deck Card 5:
Old Eye-Taker
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 6
Siege Deck Card 6:
Inevitable Trap
Barrier 3
Traits: Trigger Trap Skirmish Magic
To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
BR reminder, please ignore: 40
Siege Deck Card 7:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 28
Siege Deck Card 8:
Shock Elemental
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 41
Siege Deck Card 9:
Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 17
Siege Deck Card 10:
Hungry Fog
Barrier 3
Traits: Obstacle Magic Acid
To Defeat: Wisdom Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
BR reminder, please ignore: 26
Siege Deck Card 11:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 25
Siege Deck Card 12:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
Scenario: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 22
Siege Deck Card 13:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 31
Siege Deck Card 14:
Dry Quicksand
Barrier C
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
BR reminder, please ignore: 36
Siege Deck Card 15:
Thunder Lizard
Monster 3
Traits: Dragon Electricity
To Defeat: Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 15
Siege Deck Card 16:
Baited Jewel Box
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 14
Siege Deck Card 17:
Toxic Geyser
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 39
Siege Deck Card 18:
Ubashki Swarm
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 19
Siege Deck Card 19:
Dark Stalker
Monster 2
Traits: Caligni Veteran
To Defeat: Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 24
Siege Deck Card 20:
Rukh
Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 11
Siege Deck Card 21:
Ghost Scorpion
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 18
Siege Deck Card 22:
Malfunctioning Deathtrap
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 38
Siege Deck Card 23:
Skull Ripper
Monster 3
Traits: Construct
To Defeat: Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 33
Siege Deck Card 24:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 27
Siege Deck Card 25:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 29
Siege Deck Card 26:
The Evil Eye
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
BR reminder, please ignore: 7
Siege Deck Card 27:
Shasalqu
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 16
Siege Deck Card 28:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 37
Siege Deck Card 29:
Geniekin
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 10
Siege Deck Card 30:
Rolling Sphere
Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
BR reminder, please ignore: 30
Siege Deck Card 31:
Camouflaged Pit Trap
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
BR reminder, please ignore: 8

Embalming Parlor
At This Location (Open): Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None

Embalming Parlor Card 1:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Embalming Parlor Card 2:
Frost Staff
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
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.
Embalming Parlor Card 3:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Embalming Parlor Card 4:
Volcanic Storm
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Embalming Parlor Card 5:
Kohl of Uncanny Discernment
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
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.

Golden Lake
At This Location (Open): At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Reiko/zeroth_hour

Golden Lake Card 1:
Seer's Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Golden Lake Card 2:
Crocodile Skin Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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.
Golden Lake Card 3:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Golden Lake Card 4:
Lightning Touch
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Golden Lake Card 5:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
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.

Surgery
At This Location (Open): At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Aric/勝20100

Surgery Card 1 (Bladeguard):
Bladeguard
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
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.
Surgery Card 2:
Miau Pakhet
Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location 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 deck, then put it on the top or bottom of the deck. Then you may explore your location.
Surgery Card 3:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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.
Surgery Card 4:
Tomb Raider
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Surgery Card 5:
Mummify Self
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks 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 her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Surgery Card 6:
Key of the Second Vault
Item C
Traits: Object Magic Abadar
To Acquire: Disable Perception Arcane Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

The Shiny Bauble
At This Location (Open): 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: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash

The Shiny Bauble Card 1 (Acid Flask):
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your 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.
The Shiny Bauble Card 2:
Glyphbane Gloves
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
The Shiny Bauble Card 3:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
The Shiny Bauble Card 4:
Stone Skin
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
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.
The Shiny Bauble Card 5:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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.

Towering Obelisk
At This Location (Open): After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
BR reminder, please ignore: 1b

Towering Obelisk Card 1:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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.
Towering Obelisk Card 2:
Mistform
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Towering Obelisk Card 3:
Giant Slug
Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
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.
Towering Obelisk Card 4:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Caravanserai
At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/Nathan Davis

Caravanserai Card 1 (Neb-at):
Neb-at
Ally 1
Traits: Human Smuggler
To Acquire: Charisma Diplomacy 6
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.
Caravanserai Card 2:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
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.
Caravanserai Card 3:
Black Marsh Spider Venom
Item 2
Traits: Liquid Poison
To Acquire: Intelligence Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Caravanserai Card 4:
Canteen
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.
Caravanserai Card 5:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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.
Caravanserai Card 6:
Magic Carpet
Item 2
Traits: Object Magic
To Acquire: Intelligence Craft Charisma Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Caravanserai Card 7:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Great Library of Tephu
At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Ezren/Abraham Z.
Notes: Clinging Venom
BR reminder, please ignore: 4a

Great Library of Tephu Card 1:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Great Library of Tephu Card 2:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Great Library of Tephu Card 3:
Bal Themm
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Great Library of Tephu Card 4:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Great Library of Tephu Card 5:
Detect Undead
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
BR reminder, please ignore: 1b

Alchemical Laboratory Card 1 (Good Omen):
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
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.
Alchemical Laboratory Card 2 (Ring of the Godless):
Ring of the Godless
Item B
Traits: Accessory Magic
To Acquire: Wisdom 5
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.
Alchemical Laboratory Card 3 (Caravan Guard):
Caravan Guard
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
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.
Alchemical Laboratory Card 4:
Holy Light
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
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.
Alchemical Laboratory Card 5:
Mummified Cat
Item 1
Traits: Object Magic Mummy
To Acquire: Wisdom Divine Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger

Catacombs Card 1:
Staff of Dark Flame
Weapon 3
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
Catacombs Card 2:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Catacombs Card 3:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
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.
Catacombs Card 4:
Armored Kilt
Armor C
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
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.


Female Gnome Combat Paladin, Tier 5, Deck Handler

The hour is Bastet and Raz continues her charge ahead!

Start turn. Examine next blessing: Horus.
Explore first Siege card: Lightning Storm. Display next to Shiny Bauble

Discard Retriever to explore card 2: Quicksand Bunyip. Reveal ring, and discard top card: Camel, mount, so recharge.
Combat 12: 1d8 + 3 + 1d4 + 3 + 1d6 ⇒ (8) + 3 + (4) + 3 + (6) = 24 Defeated!

Discard Warhorse to explore card 3: Emperor Cobra. Reveal ring.
Combat 8: 1d8 + 3 + 1d4 + 3 ⇒ (3) + 3 + (2) + 3 = 11 Defeated!

End turn, reset hand, drawing 2.

Raz wrote:

Hand: Bo Gorum, Champion's Do-Maru, Ring of the Grasping Grave , Four-Mirror Armor, Kabuto Helmet,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available for use.
Movement:
[b]Other:

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Current Location: Shiny Bauble
Favored Card: Ally
Hand Size: 4 ☑ 5☐ 6☐ 7☐ 8☐ 9
Proficiencies:
Armors, Weapons
Powers:
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor ☑ or an item or an ally, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.


deck handler

Hour: Horus

Reiko adjusted her weapons and steeled herself against the fights ahead.

She first found a Ghost Scorpion.

Combat 9: 1d10 + 1d8 + 5 ⇒ (4) + (4) + 5 = 13

Easily Dispatched. She patched herself up with a Staff before continuing (Discard Sage)

She found the Old Eye-Taker again, but this time she was more ready.

First recharge BotQ and Materialize for Diplo. Need to also borrow 1 more blessing to fight.

Charisma 9: 3d8 ⇒ (3, 6, 7) = 16

Then use Galvanic (recharging Galvanic) and request BotG copying Horus from Seoni.

difficulty increase: 1d6 + 1 ⇒ (2) + 1 = 3

Combat 13+3=16: 3d10 + 1d8 + 5 ⇒ (5, 1, 10) + (1) + 5 = 22

Reiko was spent.

Reiko wrote:

Hand: Kusarigama, Boots of Elvenkind, Sacred Candle, Shuriken +1, Silver Balladeer,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Reroll not used. Candle any Blessing 3s immediately.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer Deck Handler

(During Reiko's turn)
Discarding Blessing of the Gods by recharging Gem of Mental Acuity

The cyclopedian zombie's spell resistance was no match for Seoni's sorcery.

(Seoni's turn)
Blessing 9: Pharasma o'clock
Exploring Siege Deck 6: Inevitable Trap

Inevitable Trap:
Barrier 3
Traits: Trigger Trap Skirmish Magic
To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

Arcane 13: 1d12 + 4 ⇒ (4) + 4 = 8
Summoning Blightwing
Blightwing:
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Displaying Frostbite
Combat 11+6=17: 2d12 + 4 + 1d6 ⇒ (9, 1) + 4 + (4) = 18
Blightwing is banished
Arcane 7: 1d12 + 4 ⇒ (2) + 4 = 6
Frostbite is discarded. Inevitable Trap is banished
The alchemist sneered at Seoni as a winged shape emerged from the catacombs. "My rescue is inevitable." Seoni shrugged and cast a spell, sending the blightwing crashing to the ground, its wings frozen over. "Inevitable," she echoed.

Discarding Blessing of Pharasma to explore Siege Deck 7: Crawling Hands

Crawling Hands:

Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Discarding Fire Snake as an Attack Force Magic spell
Combat 13: 1d12 + 4 + 1d6 + 1 ⇒ (1) + 4 + (5) + 1 = 11
Recharging Cleric of Nethys for +2=13
Crawling Hands: 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (4) + (3) + (8) + (6) + (4) = 25
Crawling Hands is banished
Another swarm of undead hands emerged next. The sorcerer blasted most of them with magic missiles, and Eltin the cleric turned the few that she missed. The few wriggling fingers left over posed no threat.

Ending turn. Resetting hand
(At the start of Ezren's turn)
Discarding Prophesize for barriers to examine Siege Deck 8: Shock Elemental, Siege Deck 9: Lightning Storm

Shock Elemental:
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
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.

Lightning Storm:
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.

Shock Elemental is shuffled back into Siege Deck. Lightning Storm is topdecked
Arcane 6: 1d12 + 4 ⇒ (9) + 4 = 13
Prophesize is recharged
With a lull in the fighting, Seoni took a moment to cast a divination. Pharasma did not disappoint. "Ezren, get your umbrella ready. There's lightning on the horizon."

Seoni wrote:

Hand: Blessing of Pharasma 1, Chronicler, Mirror Image, Neferekhu, Blessing of the Gods 2, Prophesize,

Displayed:
Deck: 8 7 Discard: 5 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Neferekhu (reveal for +2 dice to local WIS/Knowledge)

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard (Tier 3.0) | Ezren's Deck //

On Reiko's turn: Ezren recharges Sapphire of Intelligence in order to be able to discard Blessing of Elements for Reiko's check against Old Eye-Taker.

It is the hour of Wadjet.

With Seoni's warning ringing in his ears, Ezren decides that perhaps he'd best do his own divination as well.

Discarding Augury to examine the top three cards of the siege deck, looking for barriers.
Top Card = Siege Deck 9, Lightning Storm (barrier)
2nd card, can't be 9: 1d24 + 7 ⇒ (13) + 7 = 20 Card 20 is Rukh, Monster 3.
3rd card, can't be 9 or 20: 1d24 + 7 ⇒ (9) + 7 = 16 Card 16 is Baited Jewel Box, Barrier B

Ezren's augury is quite fruitful, but he is so engrossed in his divinations that he doesn't notice when someone swipes his little Pharasmin chess set.
By Baited Jewel Box examine power, Ezren's Game of the Afterlife is shuffled into The Great Library.

Btw, BR, I think Elemental Treaty should be displayed at The Great Library, from my previous turn.

With his augury almost completed, Ezren decides that it would be wise to try to improve the upcoming weather.
Augury power: putting Siege deck 9 (Lightning Storm) on the bottom of the siege deck. Putting Siege deck 16 (Baited Jewel Box) just above Lightning Storm at the bottom of the siege deck. The rest of the deck (consisting of cards 8, 10-15, 17-31) is shuffled.

Ezren power: examine top of my deck. It is Remove Curse, a spell. Ezren power: draw Remove Curse.

Recharge Augury? Arcane 8: 1d12 + 4 ⇒ (1) + 4 = 5 Augury remains in discard.

Free exploration, can't be 9 or 16: 1d24 + 7 ⇒ (3) + 7 = 10
Ezren felt confident that he had chased off the Lightning Storm for some time, but he soon discovered that even worse weather awaited!

Hungry Fog:

Barrier 3
Traits: Obstacle Magic Acid
To Defeat: Wisdom Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.

Ezren is helpless before the ravenous fog, which sweeps through the Great Library before he can do a thing to stop it.
Auto-fail. Ezren buries the top card of his deck (Acid Splash).
Scenario power, banish card from random open location: 1d9 ⇒ 8 Top Card of Alchemical Lab (Good Omen) is banished.
Defensive Stance power: Hungry Fog is shuffled back into Siege Deck, which now consists of cards 8-31.

Frustrated with how things have been going, Ezren decides to stop and take a rest.
End turn, reset hand.

Ezren wrote:

Hand: Sphere of Fire, Remove Curse, Deathgrip, Marionette, Fire Snake, Life Drain, Unwrapped Harmony,

Displayed: Elemental Treaty aq,
Deck: 4 Discard: 4 Buried: 1
"Notes: Unless noted otherwise, use my cards as needed:
Remove Curse
Location: Great Library"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.

Turn Summary:
* Game of Afterlife is shuffled into Great Library
* Card 1 of Alchemical Lab (Good Omen) is banished
* Siege deck is shuffled and consists of cards 8-31


Random card banished from location from Inevitable Trap being undefeated: 1d9 ⇒ 2 Seer's Tea (Item B) banished from Golden Lake.

Inevitable Trap is shuffled back into siege deck due to Defensive Stance. It is not banished.


During This Adventure: The adventure deck number is 3. The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor (proxy with Tablet of Languages Lost).

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When a bane from the siege deck is undefeated, banish a card from a random open location deck.
If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
To win the scenario, a location must be open while the siege deck is empty.

Defensive Stance: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Additional Rules:

New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
What follows are base trader rules from Mummy's Mask, with some irrelevant info snipped out.
Most traders list a type of card that they offer and a trade cost; characters can pay the trade cost to get a card offered by the trader. Each character may visit 1 trader that has been checked off on the Bazaar card; multiple characters may visit the same trader. First, display the chosen traders. Then for each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.
To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card’s adventure deck number. After paying the trade cost, the character may take a card displayed on the trader. Each character can make no more than 1 trade. If more than 1 character chose the same trader, those characters should randomly determine which character trades with that trader first.

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.

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

Scourges:

See the Additional Rules spoiler for rules about Scourges and the Scourge Table.

Curse of Poisoning (8 copies)

Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, 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
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Curse of Fevered Dreams (3 copies)

Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.

Story Banes:

Nyctessa (Henchman)
Spoiler:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

Beheaded (Henchman)

Spoiler:
Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
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.

Old Eye-Taker (Henchman)

Spoiler:
Old Eye-Taker
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.

Gaunt Cadaver (Henchman)

Spoiler:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Crawling Hands (Henchman)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Summons:

Blightwing (Summon)
Spoiler:
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Crawling Hands (Summon)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Natron Zombie (Summon)

Spoiler:
Natron Zombie
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Support Cards:

Auction House (Trader)
Spoiler:
Auction House
Trader 2
The Auction House offers allies. Cost: 2 boons.

Falsin Deek (Trader)

Spoiler:
Falsin Deek
Trader B
Falsin Deek offers items. Cost: 2 boons.
4-2B Reward: Reduce trade cost by 1 (to a minimum of 1).

Ghoul Market (Trader)

Spoiler:
Ghoul Market
Trader 1
The Ghoul Market offers armors. Cost: 2 boons.
4-2E Reward: Reduce trade cost by 1 (to a minimum of 1).

Hadden Hoppert (Trader)

Spoiler:
Hadden Hoppert
Trader B
Hadden Hoppert offers spells. Cost: 2 boons.

Smiths of Wati (Trader)

Spoiler:
Smiths of Wati
Trader B
Smiths of Wati offers weapons. Cost: 2 boons.

Sunburst Market (Trader)

Spoiler:
Sunburst Market
Trader 1
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Defensive Stance

Spoiler:
Defensive Stance
Defensive Stance B
During This Scenario: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Acquired Cards:

Burglar's Buckler (Armor 1)
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Elemental Treaty (Spell B)

Spoiler:
Elemental Treaty
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Holy Water Grenade (Item B)

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
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.

Random Monsters:

Monster 1
Spoiler:
Yellow Jelly
Monster B
Traits: Ooze Acid Basic
To Defeat: Combat 8
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 2

Spoiler:
Vanth
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Monster 3

Spoiler:
Shock Toad
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

Monster 4

Spoiler:
Guardian Scroll
Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

Monster 5

Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
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:
Trapped Locker
Barrier B
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
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:
Curse of Teeth and Fleas
Barrier 2
Traits: Trigger Curse Magic
To Defeat: Wisdom Survival Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, 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, suffer the scourge Curse of Poisoning.

Barrier 3

Spoiler:
The Evil Eye
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Barrier 4

Spoiler:
Trapped Locker
Barrier C
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
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:
Hepsushep
Barrier 2
Traits: Obstacle Lamia Elite
To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.

Random Weapons:

Weapon 1
Spoiler:
Khopesh
Weapon C
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
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:
Frost Sling +1
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
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:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
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 4

Spoiler:
Galvanic Chakram +1
Weapon 1
Traits: Knife Ranged Slashing Electricity Magic Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Weapon 5

Spoiler:
Sistrum of Bastet
Weapon P
Traits: Axe Book Ranged Bludgeoning Magic Arcane
To Acquire: CharismaMelee 13
For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Random Spells:

Spell 1
Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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 2

Spoiler:
Good Omen
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Remove Curse
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
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 4

Spoiler:
Remove Curse
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
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:
Heat Metal
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Day Star Half-Plate
Armor 3
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

Armor 2

Spoiler:
Portable Sarcophagus
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
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 recharge this card and a boon that has the Magic trait when you reset your hand.

Armor 3

Spoiler:
Tooled Crocodile Skin
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Crocodile Skin Madu
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 3 OR Melee 5
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 5

Spoiler:
Armored Coat
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
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:
Bladeguard
Item C
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
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 2

Spoiler:
Wing of Horus
Item B
Traits: Trigger Object Magic Horus
To Acquire: Dexterity Knowledge Divine 6
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:
Burglar's Bracers
Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Item 4

Spoiler:
Ring of the Grasping Grave
Item 3
Traits: Accessory Magic Pharasma
To Acquire: Arcane Divine Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

Item 5

Spoiler:
Wand of Scorching Ray
Item 3
Traits: Wand Attack Fire Ranged Magic Arcane
To Acquire: Intelligence Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Random Allies:

Ally 1
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Ally 2

Spoiler:
Nefti the Bard
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
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:
Druid of the Hive
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Ally 4

Spoiler:
Mahga Threefingers
Ally B
Traits: Half-Orc Ranger
To Acquire: Charisma Diplomacy 8
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 5

Spoiler:
Tomb Raider
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
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 the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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 Isis
Blessing 3
Traits: Divine Isis Acid
To Acquire: Divine 7 OR Intelligence Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessing 4

Spoiler:
Blessing of Nethys
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
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
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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: 11 Aric/勝20100
Top of Blessing Discard Pile:

Blessing of Horus:
Blessing of Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
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.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Remaining: 19

Blessings Deck Cards/Turn Order:

Blessings Deck Card 12 - Turn 12 Mavaro/Nathan Davis

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 13 Raz/eddiephlash

Spoiler:
Blessing of Ra
Blessing C
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 14 Reiko/zeroth_hour

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 15 Seoni/EmpTyger

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 16 - Turn 16 Ezren/Abraham Z.

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 17 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 18 - Turn 18 Mavaro/Nathan Davis

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 19 - Turn 19 Raz/eddiephlash

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 20 Reiko/zeroth_hour

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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 21 - Turn 21 Seoni/EmpTyger

Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 22 Ezren/Abraham Z.

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 23 - Turn 23 Aric/勝20100

Spoiler:
Silver Crusade Favor
Favor 2
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 24 - Turn 24 Mavaro/Nathan Davis

Spoiler:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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 25 - Turn 25 Raz/eddiephlash

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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 26 - Turn 26 Reiko/zeroth_hour

Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 27 - Turn 27 Seoni/EmpTyger

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 28 - Turn 28 Ezren/Abraham Z.

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 29 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 30 - Turn 30 Mavaro/Nathan Davis

Spoiler:
Blessing of the Ancients
Blessing C
Traits: Divine Basic
To Acquire: Divine 3
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.

Siege Deck
M: 10 Ba: 11 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4

Siege Deck Card 1:
The Evil Eye
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 2:
Malfunctioning Deathtrap
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 3:
Thunder Lizard
Monster 3
Traits: Dragon Electricity
To Defeat: Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 4:
Rukh
Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 5:
Hungry Fog
Barrier 3
Traits: Obstacle Magic Acid
To Defeat: Wisdom Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 6:
Ghost Scorpion
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 7:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
Scenario: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 8:
Geniekin
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 9:
Dark Stalker
Monster 2
Traits: Caligni Veteran
To Defeat: Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 10:
Camouflaged Pit Trap
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 11:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 12:
Rolling Sphere
Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 13:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 14:
Baited Jewel Box
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 15:
Shasalqu
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 16:
Dry Quicksand
Barrier C
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Siege Deck Card 17:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 18:
Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 19:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 20:
Skull Ripper
Monster 3
Traits: Construct
To Defeat: Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 21:
Inevitable Trap
Barrier 3
Traits: Trigger Trap Skirmish Magic
To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 22:
Toxic Geyser
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 23:
Ubashki Swarm
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 24:
Shock Elemental
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 25:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Embalming Parlor
At This Location (Open): Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None

Embalming Parlor Card 1:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Embalming Parlor Card 2:
Frost Staff
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
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.
Embalming Parlor Card 3:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Embalming Parlor Card 4:
Volcanic Storm
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Embalming Parlor Card 5:
Kohl of Uncanny Discernment
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
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.

Golden Lake
At This Location (Open): At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Reiko/zeroth_hour

Golden Lake Card 1:
Crocodile Skin Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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.
Golden Lake Card 2:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Golden Lake Card 3:
Lightning Touch
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Golden Lake Card 4:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
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.

Surgery
At This Location (Open): At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Aric/勝20100

Surgery Card 1 (Bladeguard):
Bladeguard
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
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.
Surgery Card 2:
Miau Pakhet
Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location 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 deck, then put it on the top or bottom of the deck. Then you may explore your location.
Surgery Card 3:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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.
Surgery Card 4:
Tomb Raider
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Surgery Card 5:
Mummify Self
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks 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 her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Surgery Card 6:
Key of the Second Vault
Item C
Traits: Object Magic Abadar
To Acquire: Disable Perception Arcane Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

The Shiny Bauble
At This Location (Open): 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: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash, Lightning Storm

Lightning Storm (Displayed):
Lightning Storm
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
The Shiny Bauble Card 1 (Acid Flask):
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your 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.
The Shiny Bauble Card 2:
Glyphbane Gloves
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
The Shiny Bauble Card 3:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
The Shiny Bauble Card 4:
Stone Skin
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
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.
The Shiny Bauble Card 5:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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.

Towering Obelisk
At This Location (Open): After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Towering Obelisk Card 1:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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.
Towering Obelisk Card 2:
Mistform
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Towering Obelisk Card 3:
Giant Slug
Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
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.
Towering Obelisk Card 4:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Caravanserai
At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/Nathan Davis

Caravanserai Card 1 (Neb-at):
Neb-at
Ally 1
Traits: Human Smuggler
To Acquire: Charisma Diplomacy 6
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.
Caravanserai Card 2:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
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.
Caravanserai Card 3:
Black Marsh Spider Venom
Item 2
Traits: Liquid Poison
To Acquire: Intelligence Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Caravanserai Card 4:
Canteen
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.
Caravanserai Card 5:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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.
Caravanserai Card 6:
Magic Carpet
Item 2
Traits: Object Magic
To Acquire: Intelligence Craft Charisma Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Caravanserai Card 7:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Great Library of Tephu
At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Ezren/Abraham Z., Elemental Treaty
Notes: Clinging Venom, Game of Afterlife

Great Library of Tephu Card 1:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Great Library of Tephu Card 2:
Bal Themm
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Great Library of Tephu Card 3:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Great Library of Tephu Card 4:
Game of Afterlife
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Great Library of Tephu Card 5:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Great Library of Tephu Card 6:
Detect Undead
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory Card 1 (Ring of the Godless):
Ring of the Godless
Item B
Traits: Accessory Magic
To Acquire: Wisdom 5
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.
Alchemical Laboratory Card 2 (Caravan Guard):
Caravan Guard
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
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.
Alchemical Laboratory Card 3:
Holy Light
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
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.
Alchemical Laboratory Card 4:
Mummified Cat
Item 1
Traits: Object Magic Mummy
To Acquire: Wisdom Divine Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger

Catacombs Card 1:
Staff of Dark Flame
Weapon 3
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
Catacombs Card 2:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Catacombs Card 3:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
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.
Catacombs Card 4:
Armored Kilt
Armor C
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
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.


Male Human Vigilante Deck Handler

Hour of Horus

Start of turn:
- heal 1 (Blessing of Asmodeus)
- change to Red Raven exchanging Shark Skin Armor for Akina.

Move:
- to Towering Obelisk.
- use The Red Raven power to examine, choosing the Siege Deck: The Evil Eye Trigger
Exchange Bloodbound Hat for Hand of the Honest Man
Scourge: 1d6 + 1 ⇒ (3) + 1 = 4 Curse of Daybane

The Red Raven is scouting ahead and someone curses him for that.

Free explore, siege card 2 is Malfunctioning Deathtrap.
Stealth 5: 1d10 + 4 ⇒ (3) + 4 = 7
Card is banished

He then finds his kind of trap, the one he can bypass by going around it silently.

Bury Hand of the Honest Man to banish my curse of daybane. Try to recharge it instead
Wisdom 8: 1d8 + 1 ⇒ (4) + 1 = 5
Recharge Blessing of Bastet to reroll 1 dice
Wisdom 8: 1d8 + 1 ⇒ (3) + 1 = 4

He gets rid of his curse but uses all the magic from his item doing so.

End of turn:
- examine next card of location, Towering Obelisk card 1 is Blessing of the Ancients. Change to Aric.


Male Human Vigilante Deck Handler

reset hand, drawing 2

Aric at #5 wrote:

Aric Hand Size 6: Tooled Crocodile Skin (Armor), Mirian Raas (Ally), Mask of the Red Raven (Item), Akina (Ally), Dandy Brute (Ally), Blessing of Abadar (Blessing)

Deck: 10 Discard: 2 Buried: 2
Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
Kit: Shark Skin Armor (Armor), Eando Kline (Ally), Bloodbound Hat (Item)

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8 ☑ +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8 ☑ +1
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

Favored Card: None


Deck Handler // Searching for: Spell 3 > Item 3 > Weapon 3

Elements Day
Mavaro returns to the Embalming Parlor where an undead Thunder Lizard is waiting.
Discard Holy Water to evade

Mavaro uses a flask of Holy Water to chase it away.

Discard Cleric of Nethys to examine 2, arrange and explore

Shuffle Examine, Reroll 1,2: 1d25 ⇒ 5 Siege Deck Card 5: Hungry Fog
Shuffle Examine, Reroll 1,2,5: 1d25 ⇒ 9 Siege Deck Card 9: Dark Stalker
Leave in order. Explore.

Reveal Flawless Monocle. Recharge Blessing of the Elements.
Perception 10: 1d8 + 5 + 1d4 + 1d8 ⇒ (4) + 5 + (2) + (3) = 14

The Cleric of Nethys warns Mavaro to avoid the Hungry Fog. Mavaro lets it pass by.

Mavaro wrote:

Hand: Spirit Surge, Ooze Falchion +1, Spyglass, Flawless Monocle, Mind over Gravity, Blessing of Asmodeus,

On Top: Crystal Mail
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blessing Available. Mind Over Gravity +1d10 to any Dex check
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Perception d8 +5
Wisdom d8 +3
Divine d8 +3
Intelligence d8 +3
Arcane d8 +3

1/2 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Siege Deck 3 Evaded, deck shuffled.
Siege Deck 5 Banished
Siege Deck 9, known and on top.


Female Gnome Combat Paladin, Tier 5, Deck Handler

After last turn, displayed my four-mirror armor.

Hour of Ra. Start turn, Lightning storm.
Zap!: 1d4 ⇒ 1 Recharge Kabuto helmet.
Storm watch: 1d9 ⇒ 1 Lightning storm moves to Embalming Parlor
Examine next blessing, Elements.Don't encounter.

Explore top siege deck card: Dark Stalker. Discard Gorum for 2 dice, reveal ring for 1d4 +3, and discard top card for d6: Warhorse 2, mount, so recharge.
Combat 12 + 3 = 15 (18): 3d8 + 3 + 1d4 + 3 + 1d6 ⇒ (1, 2, 2) + 3 + (1) + 3 + (5) = 17 Defeated! By less than 3 so possible fire damage.
Discard top card for AYA: Bo Iomedae, and reveal ring.
Dex 8: 1d8 + 1d6 + 1d4 + 3 ⇒ (1) + (2) + (3) + 3 = 9 No damage!

End turn, reset hand, recharging do-maru and drawing 4

Raz wrote:

Hand: Ring of the Grasping Grave , BotSamurai, Cure, Weaponrack Backpack, Retriever 2,

Displayed: Four-Mirror Armor,
Deck: 9 Discard: 6 Buried: 0
NOTES:
Available Support: Blessing available for use.
Movement: Will discard a mount ally to move to your location and take your encounter, Ring adding 1d4 + 3 vs all monsters this scenario. Do-maru adds an extra 1 vs story banes.
Other:

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Current Location: Shiny Bauble
Favored Card: Ally
Hand Size: 4 ☑ 5☐ 6☐ 7☐ 8☐ 9
Proficiencies:
Armors, Weapons
Powers:
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor ☑ or an item or an ally, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.


During This Adventure: The adventure deck number is 3. The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor (proxy with Tablet of Languages Lost).

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When a bane from the siege deck is undefeated, banish a card from a random open location deck.
If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
To win the scenario, a location must be open while the siege deck is empty.

Defensive Stance: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Additional Rules:

New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
What follows are base trader rules from Mummy's Mask, with some irrelevant info snipped out.
Most traders list a type of card that they offer and a trade cost; characters can pay the trade cost to get a card offered by the trader. Each character may visit 1 trader that has been checked off on the Bazaar card; multiple characters may visit the same trader. First, display the chosen traders. Then for each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.
To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card’s adventure deck number. After paying the trade cost, the character may take a card displayed on the trader. Each character can make no more than 1 trade. If more than 1 character chose the same trader, those characters should randomly determine which character trades with that trader first.

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.

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

Scourges:

See the Additional Rules spoiler for rules about Scourges and the Scourge Table.

Curse of Poisoning (8 copies)

Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, 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
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Curse of Fevered Dreams (3 copies)

Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.

Story Banes:

Nyctessa (Henchman)
Spoiler:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

Beheaded (Henchman)

Spoiler:
Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
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.

Old Eye-Taker (Henchman)

Spoiler:
Old Eye-Taker
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.

Gaunt Cadaver (Henchman)

Spoiler:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Crawling Hands (Henchman)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Summons:

Blightwing (Summon)
Spoiler:
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Crawling Hands (Summon)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Natron Zombie (Summon)

Spoiler:
Natron Zombie
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Support Cards:

Auction House (Trader)
Spoiler:
Auction House
Trader 2
The Auction House offers allies. Cost: 2 boons.

Falsin Deek (Trader)

Spoiler:
Falsin Deek
Trader B
Falsin Deek offers items. Cost: 2 boons.
4-2B Reward: Reduce trade cost by 1 (to a minimum of 1).

Ghoul Market (Trader)

Spoiler:
Ghoul Market
Trader 1
The Ghoul Market offers armors. Cost: 2 boons.
4-2E Reward: Reduce trade cost by 1 (to a minimum of 1).

Hadden Hoppert (Trader)

Spoiler:
Hadden Hoppert
Trader B
Hadden Hoppert offers spells. Cost: 2 boons.

Smiths of Wati (Trader)

Spoiler:
Smiths of Wati
Trader B
Smiths of Wati offers weapons. Cost: 2 boons.

Sunburst Market (Trader)

Spoiler:
Sunburst Market
Trader 1
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Defensive Stance

Spoiler:
Defensive Stance
Defensive Stance B
During This Scenario: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Acquired Cards:

Burglar's Buckler (Armor 1)
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Elemental Treaty (Spell B)

Spoiler:
Elemental Treaty
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Holy Water Grenade (Item B)

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
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.

Random Monsters:

Monster 1
Spoiler:
Burning Child
Monster 3
Traits: Undead Fire
To Defeat: Combat 16 OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Monster 2

Spoiler:
Shock Elemental
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
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 3

Spoiler:
Emperor Cobra
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
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 4

Spoiler:
Brain Ooze
Monster 2
Traits: Ooze Electricity Elite
To Defeat: Combat 12
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Monster 5

Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

Random Barriers:

Barrier 1
Spoiler:
Trapped Locker
Barrier B
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
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:
Toxic Geyser
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
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 3

Spoiler:
Wall Scythes
Barrier B
Traits: Obstacle Trap Slashing Basic
To Defeat: Dexterity Acrobatics 4 OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4

Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Barrier 5

Spoiler:
Corridor Dart Trap
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
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:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
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 2

Spoiler:
Galvanic Chakram +1
Weapon 1
Traits: Knife Ranged Slashing Electricity Magic Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Weapon 3

Spoiler:
Returning Throwing Axe +1
Weapon 1
Traits: Axe Ranged Slashing Magic
To Acquire: Dexterity Ranged 8
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 pro?cient with weapons, the dif?culty of this check is increased by 4.

Weapon 4

Spoiler:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
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
To Acquire: Intelligence Arcane Wisdom Divine 6
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:
Caustic Fog
Spell 3
Traits: Magic Divine Acid
To Acquire: Wisdom Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.

Spell 3

Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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:
Toxic Cloud
Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
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 Armor:

Armor 1
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 9
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:
Canopic Wrap
Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude Knowledge Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Hide Armor of Fire Resistance
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Tussah Silk Coat
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Clawhand Shield
Armor 3
Traits: Shield Offhand
To Acquire: Constitution Fortitude 6 OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Random Items:

Item 1
Spoiler:
Bird Feather Tokens
Item 3
Traits: Object Magic
To Acquire: Intelligence Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

Item 2

Spoiler:
Deliquescent Gloves
Item 3
Traits: Accessory Alchemical Acid
To Acquire: Dexterity Intelligence Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Item 3

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
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:
Flame Staff
Item B
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
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 5

Spoiler:
Compass
Item B
Traits: Object Basic
To Acquire: Wisdom Survival 4
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.

Random Allies:

Ally 1
Spoiler:
Embalmer
Ally C
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
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:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
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 3

Spoiler:
Fire Gecko
Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
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 4

Spoiler:
Porcupine
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 7
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:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
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 Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
Blessing of Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
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.
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
To Acquire: Divine 3
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 Isis
Blessing 3
Traits: Divine Isis Acid
To Acquire: Divine 7 OR Intelligence Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessing 5

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Turn: 14 Reiko/zeroth_hour
Top of Blessing Discard Pile:

Blessing of the Elements:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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: 16

Blessings Deck Cards/Turn Order:

Blessings Deck Card 15 - Turn 15 Seoni/EmpTyger

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 16 - Turn 16 Ezren/Abraham Z.

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 17 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 18 - Turn 18 Mavaro/Nathan Davis

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 19 - Turn 19 Raz/eddiephlash

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 20 Reiko/zeroth_hour

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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 21 - Turn 21 Seoni/EmpTyger

Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 22 Ezren/Abraham Z.

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 23 - Turn 23 Aric/勝20100

Spoiler:
Silver Crusade Favor
Favor 2
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 24 - Turn 24 Mavaro/Nathan Davis

Spoiler:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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 25 - Turn 25 Raz/eddiephlash

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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 26 - Turn 26 Reiko/zeroth_hour

Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 27 - Turn 27 Seoni/EmpTyger

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 28 - Turn 28 Ezren/Abraham Z.

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 29 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 30 - Turn 30 Mavaro/Nathan Davis

Spoiler:
Blessing of the Ancients
Blessing C
Traits: Divine Basic
To Acquire: Divine 3
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.

Siege Deck
M: 9 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4

Siege Deck Card 1:
Skull Ripper
Monster 3
Traits: Construct
To Defeat: Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 2:
Shock Elemental
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 3:
Dry Quicksand
Barrier C
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Siege Deck Card 4:
Ubashki Swarm
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 5:
Camouflaged Pit Trap
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 6:
Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 7:
Baited Jewel Box
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 8:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 9:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 10:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
Scenario: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 11:
Thunder Lizard
Monster 3
Traits: Dragon Electricity
To Defeat: Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 12:
Rolling Sphere
Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 13:
Geniekin
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 14:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 15:
Ghost Scorpion
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 16:
Inevitable Trap
Barrier 3
Traits: Trigger Trap Skirmish Magic
To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 17:
Shasalqu
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 18:
Rukh
Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 19:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 20:
Toxic Geyser
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 21:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Embalming Parlor
At This Location (Open): Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Mavaro/Nathan Davis, Lightning Storm

Lightning Storm (Displayed):
Lightning Storm
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Embalming Parlor Card 1:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Embalming Parlor Card 2:
Frost Staff
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
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.
Embalming Parlor Card 3:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Embalming Parlor Card 4:
Volcanic Storm
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Embalming Parlor Card 5:
Kohl of Uncanny Discernment
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
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.

Golden Lake
At This Location (Open): At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Reiko/zeroth_hour

Golden Lake Card 1:
Crocodile Skin Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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.
Golden Lake Card 2:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Golden Lake Card 3:
Lightning Touch
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Golden Lake Card 4:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
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.

Surgery
At This Location (Open): At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Aric/勝20100

Surgery Card 1 (Bladeguard):
Bladeguard
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
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.
Surgery Card 2:
Miau Pakhet
Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location 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 deck, then put it on the top or bottom of the deck. Then you may explore your location.
Surgery Card 3:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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.
Surgery Card 4:
Tomb Raider
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Surgery Card 5:
Mummify Self
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks 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 her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Surgery Card 6:
Key of the Second Vault
Item C
Traits: Object Magic Abadar
To Acquire: Disable Perception Arcane Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

The Shiny Bauble
At This Location (Open): 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: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash

The Shiny Bauble Card 1 (Acid Flask):
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your 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.
The Shiny Bauble Card 2:
Glyphbane Gloves
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
The Shiny Bauble Card 3:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
The Shiny Bauble Card 4:
Stone Skin
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
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.
The Shiny Bauble Card 5:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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.

Towering Obelisk
At This Location (Open): After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Towering Obelisk Card 1:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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.
Towering Obelisk Card 2:
Mistform
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Towering Obelisk Card 3:
Giant Slug
Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
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.
Towering Obelisk Card 4:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Caravanserai
At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai Card 1 (Neb-at):
Neb-at
Ally 1
Traits: Human Smuggler
To Acquire: Charisma Diplomacy 6
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.
Caravanserai Card 2:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
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.
Caravanserai Card 3:
Black Marsh Spider Venom
Item 2
Traits: Liquid Poison
To Acquire: Intelligence Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Caravanserai Card 4:
Canteen
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.
Caravanserai Card 5:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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.
Caravanserai Card 6:
Magic Carpet
Item 2
Traits: Object Magic
To Acquire: Intelligence Craft Charisma Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Caravanserai Card 7:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Great Library of Tephu
At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Ezren/Abraham Z., Elemental Treaty
Notes: Clinging Venom, Game of Afterlife

Great Library of Tephu Card 1:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Great Library of Tephu Card 2:
Bal Themm
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Great Library of Tephu Card 3:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Great Library of Tephu Card 4:
Game of Afterlife
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Great Library of Tephu Card 5:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Great Library of Tephu Card 6:
Detect Undead
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory Card 1 (Ring of the Godless):
Ring of the Godless
Item B
Traits: Accessory Magic
To Acquire: Wisdom 5
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.
Alchemical Laboratory Card 2 (Caravan Guard):
Caravan Guard
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
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.
Alchemical Laboratory Card 3:
Holy Light
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
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.
Alchemical Laboratory Card 4:
Mummified Cat
Item 1
Traits: Object Magic Mummy
To Acquire: Wisdom Divine Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger

Catacombs Card 1:
Staff of Dark Flame
Weapon 3
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
Catacombs Card 2:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Catacombs Card 3:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
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.
Catacombs Card 4:
Armored Kilt
Armor C
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
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.


Correction to above: Aric is at Towering Obelisk. Card 1 of Towering Obelisk was examined to be Blessing of the Ancients. This will be rectified in the next scenario update.


deck handler

Hour: Elements
Move: stay
Excuse the lack of fluff

Skull Rippers are not messing with me. (Auto Acro check by revealing Boots of Elvenkind, gives 2d10 + 5)

Reiko wondered how a Construct becomes undead.

Combat 14: 2d10 + 1d6 + 5 ⇒ (2, 10) + (5) + 5 = 22

Reiko sends the Balladeer off to come back with good news. The Balladeer comes back with a Shock Elemental, which isn't exactly good news.

Combat 9+2=11: 2d10 + 1d6 + 5 ⇒ (9, 1) + (5) + 5 = 20

Reiko wrote:

Hand: Kusarigama, Boots of Elvenkind, Sacred Candle, Shuriken +1, Blessing of the Quartermaster C,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Reroll not used. Candle any Blessing 3s immediately. BotQ usable.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer Deck Handler

Blessing 1: Ancients o’clock
Moving to Great Library of Tephu
Exploring Siege Deck 3: Dry Quicksand

Dry Quicksand:
Barrier C
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
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.

Revealing Neferekhu
WIS 9: 3d6 ⇒ (5, 5, 5) = 15
Recharging Chronicler
Diplomacy 8: 1d12 + 3 + 1d6 ⇒ (11) + 3 + (5) = 19
No curse. Dry Quicksand is banished
Seoni made her way over to the library to join Ezren. There was a patch of quicksand in the way, but the sorcerer recognized the deceptive terrain from the accounts of Neferekhu, and knew to check her footing.

Discarding Blessing of the Gods copying Blessing of the Ancients to examine Great Library of Tephu 1: Clinging Venom

Clinging Venom:
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Exploring Siege Deck 4: Ubashki Swarm
Ubashki Swarm:
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
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.

Discarding Blessing of Pharasma as an Attack Force Magic spell
Combat 8(10): 1d12 + 4 + 1d6 + 1 ⇒ (7) + 4 + (5) + 1 = 17
“Heard you lost an artifact in the hubbub. Would you like help finding it?” The sorcerer has barely started to search the bookshelves when a swarm of undead monsters emerged. “Alternatively, would you like help with these abominations?” Without waiting for a reply, Seoni magic missiled the first wave of undead.

(Pausing to ask if Ezren can take 2nd Combat check)

Seoni wrote:

Hand: Mirror Image, Neferekhu,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing if would recharge; Neferekhu (reveal for +2 dice to local WIS/Knowledge)

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard (Tier 3.0) | Ezren's Deck //

Ezren looks at the swarm and scowls.

Discarding Life Drain.
Combat 8 (10): 1d12 + 4 + 2d4 ⇒ (5) + 4 + (1, 1) = 11 Ubashki Swarm is banished
Ezren power to examine top of his deck: Chameleon
Recharge Life Drain? Arcane 9: 1d12 + 4 ⇒ (6) + 4 = 10 Recharged
Shuffle random card from discard into deck: Blessing of the Elements

... and back to Seoni's turn.


Female Human Sorcerer Deck Handler

(Resuming turn)
Ending turn. Resetting hand

Seoni smirked at the wizard, surveying their arcane handiwork. "Always a pleasure, Ezren."

Seoni wrote:

Hand: Blessing of the Gods 1, Effigy of Maat, Mirror Image, Neferekhu, Wand of Detect Magic, Life Drain,

Displayed:
Deck: 5 Discard: 7 Buried: 0
Notes:
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge; Neferekhu (reveal for +2 dice to local WIS/Knowledge)

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard (Tier 3.0) | Ezren's Deck //

It is the hour of the Elements.

Ezren nods to Seoni. "Indeed. I always enjoy seeing how you work. But for now I must pay a visit to the surgery. My lumbago is acting up again."

Move to Surgery.

Explore Siege Deck 5
Unfortunately, on his way there, Ezren stumbles across a hidden trap: a pit!

Camouflaged Pit Trap:

Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Discard Fire Snake
Wisdom 6: 1d12 + 4 ⇒ (3) + 4 = 7 Camouflaged Pit Trap banished
Recharge Fire Snake? Arcane 8: 1d12 + 4 ⇒ (11) + 4 = 15 Recharged
Ezren power: top card of his deck is Blessing of the Elements

Pit Trap power: Explore Siege Deck 6

Lightning Storm:

Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Lightning Storm is displayed at the Surgery

End turn, reset hand

Ezren wrote:

Hand: Sphere of Fire, Remove Curse, Deathgrip, Marionette, Blessing of the Elements, Unwrapped Harmony, Life Drain,

Displayed: Elemental Treaty aq,
Deck: 5 Discard: 3 Buried: 1
"Notes: Unless noted otherwise, use my cards as needed:
Remove Curse
Blessing of the Elements - only use if it will recharge
Location: Surgery"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.


Male Human Vigilante Deck Handler

Hour: Blessing of the Ancients

Start of turn: change to Red Raven

Move phase: use red raven power to examine, choose siege deck. Card 7 is Baited Jewel Box, it has a trigger.
Exchange Akina for Shark Skin Armor.
Shuffle Tooled Crocodile Skin into location.

Explore, discard Blessing of abadar to add 2 dice
Disable 6+3: 3d4 ⇒ (3, 2, 4) = 9 banished
Poison damage: 1d4 ⇒ 1 Bury Shark Skin Armor to reduce that to 0
Draw 2 items: Bird Feather Tokens, Deliquescent Gloves (both Item 3)

End of turn:
- use red raven power to examine, siege card 8 is Collapsing Scaffolding. Switch back to Aric.
- reset hand drawing 1

Aric at #5 wrote:

Aric Hand Size 6: Mirian Raas (Ally), Mask of the Red Raven (Item), Dandy Brute (Ally), Bird Feather Tokens (Item), Deliquescent Gloves (Item), Sword Cane (Weapon)

Deck: 9 Discard: 3 Buried: 3
Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
Kit: Akina (Ally), Eando Kline (Ally), Bloodbound Hat (Item)

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8 ☑ +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8 ☑ +1
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

Favored Card: None


During This Adventure: The adventure deck number is 3. The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor (proxy with Tablet of Languages Lost).

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When a bane from the siege deck is undefeated, banish a card from a random open location deck.
If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
To win the scenario, a location must be open while the siege deck is empty.

Defensive Stance: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Additional Rules:

New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
What follows are base trader rules from Mummy's Mask, with some irrelevant info snipped out.
Most traders list a type of card that they offer and a trade cost; characters can pay the trade cost to get a card offered by the trader. Each character may visit 1 trader that has been checked off on the Bazaar card; multiple characters may visit the same trader. First, display the chosen traders. Then for each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.
To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card’s adventure deck number. After paying the trade cost, the character may take a card displayed on the trader. Each character can make no more than 1 trade. If more than 1 character chose the same trader, those characters should randomly determine which character trades with that trader first.

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.

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

Scourges:

See the Additional Rules spoiler for rules about Scourges and the Scourge Table.

Curse of Poisoning (8 copies)

Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, 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
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Curse of Fevered Dreams (3 copies)

Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.

Story Banes:

Nyctessa (Henchman)
Spoiler:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

Beheaded (Henchman)

Spoiler:
Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
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.

Old Eye-Taker (Henchman)

Spoiler:
Old Eye-Taker
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.

Gaunt Cadaver (Henchman)

Spoiler:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Crawling Hands (Henchman)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Summons:

Blightwing (Summon)
Spoiler:
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Crawling Hands (Summon)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Natron Zombie (Summon)

Spoiler:
Natron Zombie
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Support Cards:

Auction House (Trader)
Spoiler:
Auction House
Trader 2
The Auction House offers allies. Cost: 2 boons.

Falsin Deek (Trader)

Spoiler:
Falsin Deek
Trader B
Falsin Deek offers items. Cost: 2 boons.
4-2B Reward: Reduce trade cost by 1 (to a minimum of 1).

Ghoul Market (Trader)

Spoiler:
Ghoul Market
Trader 1
The Ghoul Market offers armors. Cost: 2 boons.
4-2E Reward: Reduce trade cost by 1 (to a minimum of 1).

Hadden Hoppert (Trader)

Spoiler:
Hadden Hoppert
Trader B
Hadden Hoppert offers spells. Cost: 2 boons.

Smiths of Wati (Trader)

Spoiler:
Smiths of Wati
Trader B
Smiths of Wati offers weapons. Cost: 2 boons.

Sunburst Market (Trader)

Spoiler:
Sunburst Market
Trader 1
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Defensive Stance

Spoiler:
Defensive Stance
Defensive Stance B
During This Scenario: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Acquired Cards:

Bird Feather Tokens (Item 3)
Spoiler:
Bird Feather Tokens
Item 3
Traits: Object Magic
To Acquire: Intelligence Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

Burglar's Buckler (Armor 1)

Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Deliquescent Gloves (Item 3)

Spoiler:
Deliquescent Gloves
Item 3
Traits: Accessory Alchemical Acid
To Acquire: Dexterity Intelligence Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Elemental Treaty (Spell B)

Spoiler:
Elemental Treaty
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Holy Water Grenade (Item B)

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
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.

Random Monsters:

Monster 1
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Monster 2

Spoiler:
Brain Ooze
Monster 2
Traits: Ooze Electricity Elite
To Defeat: Combat 12
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Monster 3

Spoiler:
Emperor Cobra
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
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 4

Spoiler:
Crystal Stalker
Monster 1
Traits: Trigger Elemental Outsider Elite
To Defeat: Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Monster 5

Spoiler:
Guardian Scroll
Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

Random Barriers:

Barrier 1
Spoiler:
Hepsushep
Barrier 2
Traits: Obstacle Lamia Elite
To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.

Barrier 2

Spoiler:
Hungry Fog
Barrier 3
Traits: Obstacle Magic Acid
To Defeat: Wisdom Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

Barrier 3

Spoiler:
Symbol of Fear
Barrier 3
Traits: Trigger Trap Magic Curse
To Defeat: None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Barrier 4

Spoiler:
Void Glyph
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Barrier 5

Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
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.

Random Weapons:

Weapon 1
Spoiler:
Flaming Spear +1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Weapon 2

Spoiler:
Fighting Crook
Weapon C
Traits: Club Melee Bludgeoning Elite
To Acquire: Strength Melee 9
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:
Frost Sling +1
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
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 4

Spoiler:
Javelin of Lightning
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Weapon 5

Spoiler:
Greatclub +1
Weapon 2
Traits: Club Melee Bludgeoning 2-Handed Magic
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Acid Jet
Spell B
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
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:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
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 4

Spoiler:
Immolate
Spell B
Traits: Magic Arcane Divine Attack Fire Basic
To Acquire: Intelligence Arcane Wisdom Divine 5
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 5

Spoiler:
Caustic Fog
Spell 3
Traits: Magic Divine Acid
To Acquire: Wisdom Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Alchemist's Suit
Armor 2
Traits: Clothing Light Armor Alchemical
To Acquire: Constitution Fortitude Intelligence Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

Armor 2

Spoiler:
Filter Hood
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Armor 3

Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Tussah Silk Coat
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Armored Coat
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude 5
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:
Ring of Rejection
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."

Item 2

Spoiler:
Twitch Tonic
Item B
Traits: Liquid Alchemical
To Acquire: IntelligenceCraft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

Item 3

Spoiler:
Djinn Favor Amulet
Item 1
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude 4 OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Item 4

Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 5

Spoiler:
Flash Freeze
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
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:
Tomb Raider
Ally C
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Ally 2

Spoiler:
Library Curator
Ally 3
Traits: Human Cleric
To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Ally 3

Spoiler:
Embalmer
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
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 4

Spoiler:
Porcupine
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 7
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 Aspis
To Acquire: Intelligence Craft Charisma Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessing 2

Spoiler:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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 Isis
Blessing 3
Traits: Divine Isis Acid
To Acquire: Divine 7 OR Intelligence Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessing 4

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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: 18 Mavaro/Nathan Davis
Top of Blessing Discard Pile:

Blessing of the Elements:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Remaining: 12

Blessings Deck Cards/Turn Order:

Blessings Deck Card 19 - Turn 19 Raz/eddiephlash

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 20 Reiko/zeroth_hour

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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 21 - Turn 21 Seoni/EmpTyger

Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 22 Ezren/Abraham Z.

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 23 - Turn 23 Aric/勝20100

Spoiler:
Silver Crusade Favor
Favor 2
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 24 - Turn 24 Mavaro/Nathan Davis

Spoiler:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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 25 - Turn 25 Raz/eddiephlash

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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 26 - Turn 26 Reiko/zeroth_hour

Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 27 - Turn 27 Seoni/EmpTyger

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 28 - Turn 28 Ezren/Abraham Z.

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 29 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 30 - Turn 30 Mavaro/Nathan Davis

Spoiler:
Blessing of the Ancients
Blessing C
Traits: Divine Basic
To Acquire: Divine 3
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.

Siege Deck
M: 6 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4

Siege Deck Card 1 (Collapsing Scaffolding):
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 2:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 3:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
Scenario: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 4:
Thunder Lizard
Monster 3
Traits: Dragon Electricity
To Defeat: Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 5:
Rolling Sphere
Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 6:
Geniekin
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 7:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 8:
Ghost Scorpion
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 9:
Inevitable Trap
Barrier 3
Traits: Trigger Trap Skirmish Magic
To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Defensive Stance: After the encounter, unless this card is defeated or displayed, shuffle it back into the siege deck.
Siege Deck Card 10:
Shasalqu
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 11:
Rukh
Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 12:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 13:
Toxic Geyser
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 14:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Embalming Parlor
At This Location (Open): Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Mavaro/Nathan Davis, Lightning Storm

Lightning Storm (Displayed):
Lightning Storm
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Embalming Parlor Card 1:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Embalming Parlor Card 2:
Frost Staff
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
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.
Embalming Parlor Card 3:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Embalming Parlor Card 4:
Volcanic Storm
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Embalming Parlor Card 5:
Kohl of Uncanny Discernment
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
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.

Golden Lake
At This Location (Open): At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Reiko/zeroth_hour

Golden Lake Card 1:
Crocodile Skin Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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.
Golden Lake Card 2:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Golden Lake Card 3:
Lightning Touch
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Golden Lake Card 4:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
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.

Surgery
At This Location (Open): At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Ezren/Abraham Z., Lightning Storm

Lightning Storm (Displayed):
Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Surgery Card 1 (Bladeguard):
Bladeguard
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
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.
Surgery Card 2:
Miau Pakhet
Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location 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 deck, then put it on the top or bottom of the deck. Then you may explore your location.
Surgery Card 3:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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.
Surgery Card 4:
Tomb Raider
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Surgery Card 5:
Mummify Self
Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks 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 her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Surgery Card 6:
Key of the Second Vault
Item C
Traits: Object Magic Abadar
To Acquire: Disable Perception Arcane Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

The Shiny Bauble
At This Location (Open): 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: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash

The Shiny Bauble Card 1 (Acid Flask):
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your 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.
The Shiny Bauble Card 2:
Glyphbane Gloves
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
The Shiny Bauble Card 3:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
The Shiny Bauble Card 4:
Stone Skin
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
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.
The Shiny Bauble Card 5:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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.

Towering Obelisk
At This Location (Open): After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Aric/勝20100
Notes: Blessing of the Ancients, Tooled Crocodile Skin

Towering Obelisk Card 1:
Mistform
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Towering Obelisk Card 2:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
Towering Obelisk Card 3:
Giant Slug
Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
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.
Towering Obelisk Card 4:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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.
Towering Obelisk Card 5:
Tooled Crocodile Skin (Aric)
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 8
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.

Caravanserai
At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai Card 1 (Neb-at):
Neb-at
Ally 1
Traits: Human Smuggler
To Acquire: Charisma Diplomacy 6
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.
Caravanserai Card 2:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
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.
Caravanserai Card 3:
Black Marsh Spider Venom
Item 2
Traits: Liquid Poison
To Acquire: Intelligence Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Caravanserai Card 4:
Canteen
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.
Caravanserai Card 5:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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.
Caravanserai Card 6:
Magic Carpet
Item 2
Traits: Object Magic
To Acquire: Intelligence Craft Charisma Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Caravanserai Card 7:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Great Library of Tephu
At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Elemental Treaty
Notes: Game of Afterlife

Great Library of Tephu Card 1 (Clinging Venom):
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Great Library of Tephu Card 2:
Bal Themm
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Great Library of Tephu Card 3:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Great Library of Tephu Card 4:
Game of Afterlife
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Great Library of Tephu Card 5:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Great Library of Tephu Card 6:
Detect Undead
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory Card 1 (Ring of the Godless):
Ring of the Godless
Item B
Traits: Accessory Magic
To Acquire: Wisdom 5
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.
Alchemical Laboratory Card 2 (Caravan Guard):
Caravan Guard
Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
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.
Alchemical Laboratory Card 3:
Holy Light
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
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.
Alchemical Laboratory Card 4:
Mummified Cat
Item 1
Traits: Object Magic Mummy
To Acquire: Wisdom Divine Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Catacombs Card 1:
Staff of Dark Flame
Weapon 3
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
Catacombs Card 2:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Catacombs Card 3:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
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.
Catacombs Card 4:
Armored Kilt
Armor C
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
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.


Deck Handler // Searching for: Spell 3 > Item 3 > Weapon 3

During Reiko's turn, Mavaro discarded Mind Over Gravity on her first combat check and moves to Catacombs. Recharge Spirit Surge to put the Missing Eye on top
Mind Over Gravity Recharge Divine 10: 1d8 + 3 ⇒ (7) + 3 = 10

Elements time

Discard Spyglass to Examine Catacombs and arrange
Catacombs Card 2: Acute Senses now on top. Followed by Catacombs Card 1: Staff of Dark Flame

Mavaro has a look around and finds a staff worth saving.

Free Explore
The Catacombs don't appear stable and soon, Mavaro is faced with Collapsing Scaffolding
Dexterity 4: 1d6 ⇒ 4
Reveal Flawless Monocle
Perception 7: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (4) = 13
Through a combination of awareness and luck, Mavaro is able to avoid the worst of it.

Discard Blessing of Asmodeus to Explore
Erupting out of the scaffolding's debris, Crawling Hands start to fill the catacombs.
Reveal Ooze Falchion + 1. Recharge Seoni's Blessing of the Gods (Copying Blessing of the Elements)
Combat 13: 1d8 + 3 + 2d4 + 1 + 1d8 ⇒ (6) + 3 + (2, 1) + 1 + (4) = 17

Mavaro wrote:

Hand: Blessing of the Elements, Ooze Falchion +1, Blessing of Maat, Flawless Monocle, The Missing Eye, Spirit Surge,

On Top: Cockroach Coat
Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: All Blessings Available
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Charisma d8 +3
Survival d8 +3
Diplomacy d8 +3

1/2 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Recharged Seoni's BotG
Examined and rearranged Catacombs
Banished Siege Deck 1,2


Female Gnome Combat Paladin, Tier 5, Deck Handler

Hour is Ancients. Examine next blessing: Pharasma. Don't Encounter.
Explore next siege card: Nyctessa. BYA summon Natron Zombie.

Natron Zombie:

Henchman B
Traits: Undead Mummy Veteran
To Defeat: Combat 12
Powers:
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Reval ring, recharge BotS, and discard top card: Shieldsplitter Lance for another d6.
Combat 12 + 3 = 15: 2d8 + 3 + 1d4 + 3 + 1d6 ⇒ (2, 3) + 3 + (1) + 3 + (2) = 14
Recharge 4 mirror armor for damage. No electricity, so bury random discard: Shieldsplitter Lance

Next Nyctessa BYA, bury an ally: Retriever 2. For check, choose divine, reveal ring, and discard top card: Riding Horse 1, recharge it.
Increase difficulty: 1d4 ⇒ 1
Divine 12 + 1 = 13: 1d6 + 2 + 1d4 + 3 + 1d6 ⇒ (5) + 2 + (2) + 3 + (6) = 18 Defeated!
Defeated by less than 6, so draw rando ally: Tomb Raider, and blessing: Wadjet.
More than 5 cards remain, so banish bottom card, and shuffle Nyctessa back in.

End turn. Reset hand, drawing 1

Raz wrote:

Hand: Ring of the Grasping Grave , Cure, Tomb Raider , Blessing of Wadjet 2, Katana +1,

Displayed: Four-Mirror Armor,
Deck: 8 Discard: 6 Buried: 3
Hero Points:
NOTES:
Available Support: Cure available.
Movement: Will discard a mount ally to move to your location and take your encounter, Ring adding 1d4 + 3 vs all monsters this scenario.
Other:

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Current Location: Shiny Bauble
Favored Card: Ally
Hand Size: 4 ☑ 5☐ 6☐ 7☐ 8☐ 9
Proficiencies:
Armors, Weapons
Powers:
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor ☑ or an item or an ally, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.


Female Gnome Combat Paladin, Tier 5, Deck Handler

nyctessa reroll divine 13: 1d6 + 2 + 1d4 + 3 + 1d6 ⇒ (4) + 2 + (1) + 3 + (6) = 16
Whew, still defeat with no overkill, so turn plays out as above.


Reminder: Siege Deck is shuffled and contains cards 3-13. I’ll get an update out in a couple of days.


deck handler

Hour: Pharasma
again, probably fluff-light

Random Explore, 14 is banished: 2 + 1d11 ⇒ 2 + (7) = 9

An Inevitable Trap. The thought of facing an Undead dragon didn't sit well with Reiko. Going to try 2d6 with reroll and Maat backup... *crosses fingers*

Wisdom 10: 2d6 ⇒ (2, 1) = 3

oof, that's horrible.

reroll the 1: 1d6 ⇒ 6

That's way better, and Reiko borrows Mavaro's Maat to succeed.

Reiko wrote:

Hand: Kusarigama, Boots of Elvenkind, Sacred Candle, Shuriken +1, Shinobi Shozoku,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Reroll used. Candle any Blessing 3s immediately. BotQ usable.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer Deck Handler

Blessing 21: Abadar o’clock
Shuffled Siege deck: 1d11 + 2 ⇒ (2) + 2 = 4
Exploring Siege deck 4: Thunder Lizard

Thunder Lizard:
Monster 3
Traits: Dragon Electricity
To Defeat: Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Displaying Mirror Image
Electricity damage: 1d4 ⇒ 2
Mirror Image: 1d4 ⇒ 1
Elemental Treaty prevents 1 Electricity damage. Discarding Wand of Detect Magic, for 1 Electricity damage. Great Library of Tephu 1, Embalming Parlor 1, Caravanserai 1, Alchemical Laboratory 1 are banished
Discarding Life Drain
Combat 13: 1d12 + 4 + 2d4 ⇒ (9) + 4 + (2, 4) = 19
Arcane 9: 1d12 + 4 ⇒ (2) + 4 = 6
Life Drain remains discarded. Life Drain is healed. Thunder Lizard is banished

An undead dinosaur stomped out, breathing lightning. Seoni’s mirror image spell was useless again the area attack, but her energy drain spell was effective.

Ending turn
Arcane 8: 1d12 + 4 ⇒ (6) + 4 = 10
Mirror Image is recharged. Resetting hand

(At the start of Ezren’s turn)
Recharging Surgeon to heal Blessing of the Gods

The surgeon treated Seoni’s burn, but could do nothing for the scorched terrain.

Seoni wrote:

Hand: Surgeon, Life Drain, Gem of Mental Acuity, Neferekhu, Effigy of Maat, Blessing of the Gods 1,

Displayed:
Deck: 6 4 Discard: 7 8 Buried: 0
Notes:
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge; Neferekhu (reveal for +2 dice to local WIS/Knowledge)

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard (Tier 3.0) | Ezren's Deck //

It is the hour of the Ancients.

Lightning Storm: 1d4 ⇒ 3 Ouch.
Ezren takes 3 electricity dmg - discard Remove Curse, Unwrapped Harmony, and Sphere of Fire.
Defensive Stance Power: banish Embalming Parlor 2, Surgery 1, Caravanserai 2, Alchemical Laboratory 2
Lightning Storm moves: 1d9 ⇒ 7 Lightning Storm is displayed at the Great Library

Surgery start of turn heal: 1d6 ⇒ 6 Sphere of Fire is shuffled into my deck

Ezren is feeling weak. He moves to the Shiny Bauble where he meets his friend Raz, who heals him of some of his wounds.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 Locate Object, Fox, Remove Curse, Unwrapped Harmony are cured
Raz's Cure has been played and needs a recharge attempt.

Feeling much stronger, Ezren decides to face the invaders.

Explore Siege Deck, can't be 4 or 9: 1d11 + 2 ⇒ (4) + 2 = 6

Geniekin:

Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Discard Deathgrip
Combat 8+6: 1d12 + 4 + 2d8 ⇒ (5) + 4 + (5, 7) = 21 Siege Deck 6 is banished
Recharge Deathgrip? Arcane 10: 1d12 + 4 ⇒ (6) + 4 = 10 Recharged

Ezren power: examine top of deck: Locate Object. Draw it.

End turn, reset hand.

Ezren wrote:

Hand: Locate Object, Sapphire of Intelligence, Remove Curse, Marionette, Blessing of the Elements, Sphere of Fire, Life Drain,

Displayed:
Deck: 7 Discard: 1 Buried: 1
"Notes: Unless noted otherwise, use my cards as needed:
Remove Curse
Blessing of the Elements
Location: Shiny Bauble"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.

Turn Summary:
* Lightning Storm moved from Surgery and is now displayed at the Great Library (sorry Seoni!)
* Raz's Cure has been played and needs a recharge attempt.


Female Gnome Combat Paladin, Tier 5, Deck Handler

Attempt to recharge cure.
Divine 8: 1d6 + 2 ⇒ (1) + 2 = 3 -> Cure discarded.


Male Human Vigilante Deck Handler

Hour of Silver Crusade Favor

Silver Crusade Favor: choose to recharge a random buried card: 1d3 ⇒ 2 Hand of the Honest Man

Switch to The Red Raven at start of turn.

Use power, examine location, and choose siege deck
Shuffled location 3, 5, 7, 8, 10, 11, 12, 13 left so 8 cards: 1d8 ⇒ 2 card #5 is Rolling Sphere

The Red Raven spots a crude trap, he snears and get to the job.

Free explore.
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. no other local character AFAIK
Dresdarro discards blessing of the elements to add a die (51% chances of success is a bit low versus burying hand)
Acrobatics 12: 2d10 + 4 ⇒ (2, 10) + 4 = 16 nice no need to use reroll from item

The Red Raven moves like the wind, jumping aside from the rolling sphere.

Discard Mirian Raas to explore.
Shuffled location 3, 7, 8, 10, 11, 12, 13 left so 7 cards: 1d7 ⇒ 6 card 12 is Crawling Hands
Discard Sword Cane for Stealth+2d6
Combat 13: 1d10 + 4 + 2d6 ⇒ (7) + 4 + (3, 3) = 17 beaten by more than 4

The sounds of the stone made an undead aware of The Red Raven, crawling hands comes for him. He stabs them with a sword cane until they don’t move anymore.

End of turn:
- examine next card from siege with RR power Shuffled location 3, 7, 8, 10, 11, 13 left so 6 cards: 1d6 ⇒ 4 card 10 is Shasalqu
Choose to encounter it.
BYA Wisdom 6: 1d8 + 1 ⇒ (8) + 1 = 9 no recharge
Recharge Dandy Brute for d6 and Finesse, use Melee,
Combat 9: 1d10 + 5 + 1d6 ⇒ (4) + 5 + (6) = 15

Exploring, he finds a Shasalqu and decide to team up with the Dandy brute to get rid of it.


- reset hand, discard Deliquescent Gloves. draw 2 cards

The Red Raven at #5 wrote:

The Red Raven Hand Size 4: Mask of the Red Raven (Item), Bird Feather Tokens (Item), Sorrowsoul (Ally), Shy Ratani (Ally)

Deck: 9 Discard: 6 Buried: 2
Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
Kit: Akina (Ally), Eando Kline (Ally), Bloodbound Hat (Item)

The Red Raven Skills and Powers:
Skills
Strength d6
Dexterity d10 ☑ +1 ☑ +2
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8 ☑ +1
Perception: Wisdom +2
Charisma d4

Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ☑ or turn, you may examine the top card of your location deck. ☑ If it is a monster, you may encounter it.

Favored Card: None

Aric Skills and Powers:
Skills
Strength d6
Dexterity d4
Constitution d6
Intelligence d8 ☑ +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2
Diplomacy: Charisma +3

Powers
Hand Size 6
Proficient with: None
At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
Favored Card: None
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


Deck Handler // Searching for: Spell 3 > Item 3 > Weapon 3

Updated Hand

Mavaro wrote:

Hand: Ooze Falchion +1, Flawless Monocle, The Missing Eye, Spirit Surge,

On Top: Cockroach Coat
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Charisma d8 +3
Survival d8 +3
Diplomacy d8 +3

1/2 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


RaDay

Shuffle Explore 3, 7, 8, 11, 13: 1d5 ⇒ 2

A Sand Creeper! Too bad I've only got swords
Recharge the Missing Eye to put the Missing Eye on top. And pausing for a question to Seoni...


Deck Handler // Searching for: Spell 3 > Item 3 > Weapon 3

Discard Seoni's BotG
Combat 9: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (1) = 7

The Sand Creeper envelopes Mavaro suffocating him momentarily before shuffling away.
Discard Flawless Monocle and Spirit Surge in Combat Damage. Banish the top card of Catacombs deck and each unoccupied location deck
Additionally Banish From Open Location: 1d9 ⇒ 8 Alchemical Laboratory

Mavaro wrote:

Hand: Mind over Gravity, Ooze Falchion +1, The Missing Eye, Cure, Cockroach Coat, Quick-Change Mask,

On Top: Crystal Mail
Displayed:
Deck: 3 Discard: 9 Buried: 0
Notes:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Constitution d8 +3
Fortitude d8 +3

1/2 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


On Raz's turn: Display Cockroach Coat and Discard Cure

Shuffle in cards: 1d4 + 1 ⇒ (2) + 1 = 3 Cleric of Nethys, Blessing of Maat, Flawless Monocle
Blessing of Maat on top
Recharge Cure Divine 8: 1d8 + 3 ⇒ (3) + 3 = 6
Mavaro wrote:

Hand: Mind over Gravity, Ooze Falchion +1, The Missing Eye, Quick-Change Mask,

On Top: Blessing of Maat
Displayed: Cockroach Coat,
Deck: 6 Discard: 7 Buried: 0
Notes: Mind over Gravity: +1d10 ANY Dexterity
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Constitution d8 +3
Fortitude d8 +3
Divine d8 +3

1/2 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.



During This Adventure: The adventure deck number is 3. The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor (proxy with Tablet of Languages Lost).

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When a bane from the siege deck is undefeated, banish a card from a random open location deck.
If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
To win the scenario, a location must be open while the siege deck is empty.

Defensive Stance: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Additional Rules:

New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
What follows are base trader rules from Mummy's Mask, with some irrelevant info snipped out.
Most traders list a type of card that they offer and a trade cost; characters can pay the trade cost to get a card offered by the trader. Each character may visit 1 trader that has been checked off on the Bazaar card; multiple characters may visit the same trader. First, display the chosen traders. Then for each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.
To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card’s adventure deck number. After paying the trade cost, the character may take a card displayed on the trader. Each character can make no more than 1 trade. If more than 1 character chose the same trader, those characters should randomly determine which character trades with that trader first.

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.

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

Scourges:

See the Additional Rules spoiler for rules about Scourges and the Scourge Table.

Curse of Poisoning (8 copies)

Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, 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
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Curse of Fevered Dreams (3 copies)

Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.

Story Banes:

Nyctessa (Henchman)
Spoiler:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

Beheaded (Henchman)

Spoiler:
Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
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.

Old Eye-Taker (Henchman)

Spoiler:
Old Eye-Taker
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.

Gaunt Cadaver (Henchman)

Spoiler:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Crawling Hands (Henchman)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Summons:

Blightwing (Summon)
Spoiler:
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Crawling Hands (Summon)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Natron Zombie (Summon)

Spoiler:
Natron Zombie
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Support Cards:

Auction House (Trader)
Spoiler:
Auction House
Trader 2
The Auction House offers allies. Cost: 2 boons.

Falsin Deek (Trader)

Spoiler:
Falsin Deek
Trader B
Falsin Deek offers items. Cost: 2 boons.
4-2B Reward: Reduce trade cost by 1 (to a minimum of 1).

Ghoul Market (Trader)

Spoiler:
Ghoul Market
Trader 1
The Ghoul Market offers armors. Cost: 2 boons.
4-2E Reward: Reduce trade cost by 1 (to a minimum of 1).

Hadden Hoppert (Trader)

Spoiler:
Hadden Hoppert
Trader B
Hadden Hoppert offers spells. Cost: 2 boons.

Smiths of Wati (Trader)

Spoiler:
Smiths of Wati
Trader B
Smiths of Wati offers weapons. Cost: 2 boons.

Sunburst Market (Trader)

Spoiler:
Sunburst Market
Trader 1
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Defensive Stance

Spoiler:
Defensive Stance
Defensive Stance B
During This Scenario: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Acquired Cards:

Bird Feather Tokens (Item 3)
Spoiler:
Bird Feather Tokens
Item 3
Traits: Object Magic
To Acquire: Intelligence Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

Burglar's Buckler (Armor 1)

Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Deliquescent Gloves (Item 3)

Spoiler:
Deliquescent Gloves
Item 3
Traits: Accessory Alchemical Acid
To Acquire: Dexterity Intelligence Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Elemental Treaty (Spell B)

Spoiler:
Elemental Treaty
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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.

Holy Water Grenade (Item B)

Spoiler:
Holy Water Grenade
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
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.

Random Monsters:

Monster 1
Spoiler:
Death Hound
Monster B
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.

Monster 2

Spoiler:
Bonecrusher Chieftain
Monster 2
Traits: Trigger Gnoll Veteran
To Defeat: Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Monster 3

Spoiler:
Shasalqu
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
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:
Giant Crocodile
Monster 3
Traits: Animal Elite
To Defeat: Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.

Monster 5

Spoiler:
Caryatid Column
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
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.

Random Barriers:

Barrier 1
Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits: Trap Poison Veteran
To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Barrier 2

Spoiler:
Fireball Trap
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Barrier 3

Spoiler:
The Third Law
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Barrier 4

Spoiler:
Hurtling Tiles Trap
Barrier 1
Traits: Obstacle Trap Basic
To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.

Barrier 5

Spoiler:
Dry Quicksand
Barrier B
Traits: Trap Elite
To Defeat: Dexterity Acrobatics Wisdom Survival 9
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.

Random Weapons:

Weapon 1
Spoiler:
Javelin of Lightning
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Weapon 2

Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

Weapon 3

Spoiler:
Fighting Crook
Weapon C
Traits: Club Melee Bludgeoning Elite
To Acquire: Strength Melee 9
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 4

Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
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 5

Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
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:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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 2

Spoiler:
Viper Strike
Spell C
Traits: Magic Arcane Divine Attack Poison Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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 3

Spoiler:
Unshakable Chill
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
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:
Unshakable Chill
Spell C
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
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 5

Spoiler:
Acid Jet
Spell B
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
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.

Random Armor:

Armor 1
Spoiler:
Crocodile Skin Helmet
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.

Armor 2

Spoiler:
Tussah Silk Coat
Armor C
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Crocodile Skin Madu
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 3 OR Melee 5
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 4

Spoiler:
Crocodile Skin Lamellar
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Armor 5

Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
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:
Ring of Rejection
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."

Item 2

Spoiler:
Brilliance of Ra
Item B
Traits: Trigger Object Magic Ra
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

Item 3

Spoiler:
Smoked Glass Goggles
Item C
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Item 4

Spoiler:
Crowbar
Item B
Traits: Tool Basic
To Acquire: Strength 3
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:
Flash Freeze
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
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:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
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:
Azaz Arafe and Zazu
Ally 1
Traits: Human Evoker AND Animal
To Acquire: Charisma Diplomacy Arcane Divine 7
If you fail to acquire this card, 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 by a character at your location.
Discard this card to explore your location.

Ally 3

Spoiler:
Aunty
Ally C
Traits: Human Cleric
To Acquire: Divine Charisma Diplomacy 8
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:
Mad Dog Marrn
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

Ally 5

Spoiler:
Porcupine
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
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 Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
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.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessing 2

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessing 3

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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
To Acquire: Divine 6 OR Strength Melee 8
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 the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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: 25 Raz/eddiephlash
Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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: 5

Blessings Deck Cards/Turn Order:

Blessings Deck Card 26 - Turn 26 Reiko/zeroth_hour

Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
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, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 27 - Turn 27 Seoni/EmpTyger

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 28 - Turn 28 Ezren/Abraham Z.

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
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 29 Aric/勝20100

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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 30 - Turn 30 Mavaro/Nathan Davis

Spoiler:
Blessing of the Ancients
Blessing C
Traits: Divine Basic
To Acquire: Divine 3
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.

Siege Deck
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1

Siege Deck Card 1:
Toxic Geyser
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
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.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 2:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 3:
Nyctessa
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
Scenario: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 4:
Rukh
Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Siege Deck Card 5:
Ghost Scorpion
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Embalming Parlor
At This Location (Open): Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm

Lightning Storm (Displayed):
Lightning Storm
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Embalming Parlor Card 1:
Volcanic Storm
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Embalming Parlor Card 2:
Kohl of Uncanny Discernment
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
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.

Golden Lake
At This Location (Open): At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Reiko/zeroth_hour

Golden Lake Card 1:
Crocodile Skin Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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.
Golden Lake Card 2:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Wisdom Knowledge OR OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Golden Lake Card 3:
Lightning Touch
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Golden Lake Card 4:
Fiery Glare
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
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.

Surgery
At This Location (Open): At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Ezren/Abraham Z.

Surgery Card 1:
Miau Pakhet
Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location 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 deck, then put it on the top or bottom of the deck. Then you may explore your location.
Surgery Card 2:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
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.
Surgery Card 3:
Tomb Raider
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Surgery Card 4:
Mummify Self
Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks 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 her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Surgery Card 5:
Key of the Second Vault
Item C
Traits: Object Magic Abadar
To Acquire: Disable Perception Arcane Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

The Shiny Bauble
At This Location (Open): 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: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash

The Shiny Bauble Card 1 (Acid Flask):
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your 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.
The Shiny Bauble Card 2:
Glyphbane Gloves
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
The Shiny Bauble Card 3:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
The Shiny Bauble Card 4:
Stone Skin
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
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.
The Shiny Bauble Card 5:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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.

Towering Obelisk
At This Location (Open): After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Aric/勝20100
Notes: Blessing of the Ancients, Tooled Crocodile Skin

Towering Obelisk Card 1:
Mistform
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Towering Obelisk Card 2:
Torch
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
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.
Towering Obelisk Card 3:
Giant Slug
Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
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.
Towering Obelisk Card 4:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
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.
Towering Obelisk Card 5:
Tooled Crocodile Skin (Aric)
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 8
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.

Caravanserai
At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai Card 1:
Canteen
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.
Caravanserai Card 2:
Corrosive Dagger +1
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
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.
Caravanserai Card 3:
Magic Carpet
Item 2
Traits: Object Magic
To Acquire: Intelligence Craft Charisma Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Caravanserai Card 4:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Great Library of Tephu
At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Elemental Treaty, Lightning Storm
Notes: Game of Afterlife

Lightning Storm (Displayed):
Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
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.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Great Library of Tephu Card 1:
Bal Themm
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Great Library of Tephu Card 2:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Great Library of Tephu Card 3:
Game of Afterlife
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Great Library of Tephu Card 4:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
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.
Great Library of Tephu Card 5:
Detect Undead
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Alchemical Laboratory
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
3 random alchemical items are here; I’ll populate them next update assuming it gets that far.

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/Nathan Davis

Catacombs Card 1:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
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.
Catacombs Card 2:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
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.
Catacombs Card 3:
Armored Kilt
Armor C
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
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.


Female Gnome Combat Paladin, Tier 5, Deck Handler

Start turn, blessing is Abadar. Location power to examine next blessing: Wadjet. Choose not to encounter.
Explore top siege card: Toxic Geyser. Recharge Tomb raider, and discard top card: Tripartite Spear.

Dex 5 + 2*3 = 11: 2d8 + 1d6 ⇒ (8, 6) + (1) = 15 Success!

Discard Bo Wadjet to examine next card: Sand Creeper. Trigger.
Percep 8: 1d4 ⇒ 4 Fail. Encounter Creeper
BYA Recharge electric cards - none in hand. Immune to slashing, so unable to use katana.
Reveal ring.

Combat 9: 1d8 + 3 + 1d4 + 3 ⇒ (3) + 3 + (3) + 3 = 12 Defeated!

End turn. Reset hand, drawing 3.

Raz wrote:

Hand: Ring of the Grasping Grave , Katana +1, Natron Fang, Camel, Kabuto Helmet,

Displayed:
Deck: 6 Discard: 9 Buried: 3
Hero Points:
NOTES:
Available Support:
Movement: Will discard a mount ally to move to your location and take your encounter, Ring adding 1d4 + 3 vs all monsters this scenario.
Other:

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Current Location: Shiny Bauble
Favored Card: Ally
Hand Size: 4 ☑ 5☐ 6☐ 7☐ 8☐ 9
Proficiencies:
Armors, Weapons
Powers:
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor ☑ or an item or an ally, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.


deck handler

Reiko was getting tired. We are so close!

She faces Nyctessa. Her eyes seemed dead. Not that type of dead, another type of dead, as if she was being controlled somehow.

But first, a Natron Zombie blocks her way. Reiko didn't even bother evading. She readied her Shuriken.

Combat 12+#=15: 2d10 + 1d4 + 6 ⇒ (5, 3) + (2) + 6 = 16

(Bury compass)

difficulty increase: 1d4 ⇒ 3

Reiko borrows an Elemental blessing from Ezren (use Blessing of the Elements from Ezren)

Combat 16+3=19: 3d10 + 1d6 + 5 ⇒ (2, 7, 3) + (1) + 5 = 18

Derp I reduce damage to zero with Shozoku rather than discard as damage since it prevents the banishes.

random open location: 1d8 ⇒ 4 Shiny Bauble, Acid Flask

Discard Shuriken +1 on reset.

Reiko wrote:

Hand: Kusarigama, Boots of Elvenkind, Sacred Candle, Double Chicken Saber +1, Blessing of the Quartermaster B,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Notes: Reroll used. Candle any Blessing 3s immediately. BotQ usable.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity +2
Stealth: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer Deck Handler

Blessing 27: Thoth o'clock
Lightning Storm: 1d4 ⇒ 4
Lightning Storm is banished

The lightning cracked impossibly loud- and then dissipated under the elemental countermagic.

Shuffled Siege deck: 1d3 + 2 ⇒ (2) + 2 = 4
Exploring Siege deck 4: Rukh

Rukh:
Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Banishing Life Drain to recovery
Combat 13: 1d12 + 4 + 2d4 ⇒ (5) + 4 + (2, 1) = 12
Burying Effigy of Maat to remove d4 for -1+5=16
Discarding Gem of Mental Acuity as an Attack Force Magic spell
Combat 13: 1d12 + 4 + 1d6 + 1 ⇒ (1) + 4 + (6) + 1 = 12
Elemental Treaty prevents 1 Acid damage. Rukh is shuffled back into Siege deck
Random open location: 1d9 ⇒ 1
Banishing Embalming Parlor 1: Volcanic Storm

An undead rukh flew overhead towards the embalming parlor. Seoni narrowly missed the wheeling bird with two spells, likewise dodging its acidic breath.

Ending turn. Recovery:
Arcane 9: 1d12 + 4 ⇒ (12) + 4 = 16
Life Drain is recharged. Resetting hand
(At the start of Ezren's turn)
Recharging Surgeon to heal Wand of Detect Magic
Shuffled Siege deck: 1d3 + 2 ⇒ (1) + 2 = 3
Shuffled Siege deck: 1d2 + 3 ⇒ (2) + 3 = 5
Banishing Prophesize to recovery for monsters to examine Siege Deck 3: Nyctessa, Siege Deck 5: Ghost Scorpion

Nyctessa:
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

Ghost Scorpion:
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
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.

Ghost Scorpion is triggered and encountered. Nyctessa is topdecked.
Elemental Treaty prevents 1 Poison damage
Discarding Chronicler as an Attack Force Magic spell
Combat 9: 1d12 + 4 + 1d6 + 1 ⇒ (4) + 4 + (2) + 1 = 11
Ghost Scorpion is banished
Recovery:
Arcane 6: 1d12 + 4 ⇒ (3) + 4 = 7
Prophesize is recharged

The surgeon started to tend to Seoni, but she waved her off, in order to attempt to divine the dhamphir's motives. But the wizard summoned a ghostly scorpion to block the sorcerer's spell. While the scorpion's poison was ineffective, this time Seoni's magic missile struck true.

Seoni wrote:

Hand: Chronicler, Cleric of Nethys, Prophesize, Neferekhu, Surgeon, Blessing of the Gods 3,

Displayed:
Deck: 6 4 Discard: 8 7 Buried: 1
Notes:
Ask before using:
Can use without asking: Blessing of the Gods; Neferekhu (reveal for +2 dice to local WIS/Knowledge)

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard (Tier 3.0) | Ezren's Deck //

On Reiko's turn: discard of BoElements noted.

It is the hour of Thoth.

Surgery start of turn power: Augury is shuffled into deck from discard

Ezren awakens from a long and restful nap and heads back into battle.

Free exploration: Nyctessa is topdecked

He spies Nyctessa through the window. He remembers her from wizard school. She was always bullying the apprentices and Ezren swore he would have vengeance one day. At last. But first, her boyfriend, the Natron Zombie.

Nyctessa:

Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
Scenario: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Natron Zombie:

Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Discard Sphere of Fire
Discard Reiko's BotQ
Combat 12+3=15: 2d12 + 4 + 2d6 ⇒ (3, 12) + 4 + (2, 4) = 25
Ezren blasts the Zombie into many small pieces.
AYA bury the only card in discard - Blessing of the Elements
Recharge Sphere of Fire? Arcane 9: 1d12 + 4 ⇒ (3) + 4 = 7 discarded
Ezren power: examine top of own deck - Fox

Nyctessa shrieks with rage at the (re)demise of her boyfriend, and in a moment the two wizards are caught in an arcane death match.

No ally to bury
Difficulty increase: 1d4 ⇒ 1
Discard Marionette
Discard Seoni's BotG
Combat 16+1=17: 2d12 + 4 + 3d6 ⇒ (6, 5) + 4 + (2, 2, 5) = 24
Nyctessa power: reroll the dice Combat 16+1=17: 2d12 + 4 + 3d6 ⇒ (4, 5) + 4 + (3, 3, 1) = 20
Ezren sends a crude puppet towards Nyctessa and she is strangely entranced. Apparently vampires are very fond of puppetry. The little figure dances closer and closer, until it drives a wooden stake right through her heart. At last, the vampire is slain!
Scenario Power: If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box.
Ezren draws Pahmet Clansman (Ally B) and Blessing of Horus (Blessing B)
Scenario Power: there are less than 6 cards remaining in the siege deck, so she is not shuffled back in.
Recharge Marionette? Arcane 11: 1d12 + 4 ⇒ (8) + 4 = 12

Discard Locate Object to examine Surgery until finding a boon

Miau Pakhet:

Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location 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 deck, then put it on the top or bottom of the deck. Then you may explore your location.

Recharge Sapphire of Intelligence
Diplomacy 13: 1d12 + 1 ⇒ (4) + 1 = 5
Recharge Locate Object? Arcane 8: 1d12 + 4 ⇒ (1) + 4 = 5
Surgery is shuffled

Discard Pahmet Clansman to explore

Rukh:

Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Scenario: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Scenario: When a bane from the siege deck is undefeated, banish a card from a random open location deck.
Defensive Stance: When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Ezren calls to his friend Raz, in hopes that he can come help deal with this strange Acidic creature!
Raz discards Camel to move to Surgery and encounter Rukh
Note that Rukh requires two Combat checks. Ezren can take one of them using Life Drain - he'll be rolling 1d12+4+2d4 for a DC 13 check (75% chance of success); this would leave Blessing of Horus (our only Blessing at present) for Raz's DC 17 check. Or, with two weapons in hand, Raz might want to take both checks? Just let me know if you want me to take one of them and note that our only support card right now (at the location) is Blessing of Horus. If we fail we still have two turns to try to beat it, but it doesn't look like Aric has any weapons in hand.

Pausing turn for Raz to take one or both checks vs Rukh


Female Gnome Combat Paladin, Tier 5, Deck Handler

CHARGE!

Raz attacks with her Katana and Natron fang. Two blades swirling through the air as she charges in on the back of her Camel steed.

Reveal and discard Katana. Reveal Ring. Discard top card: Warhorse, so recharge.
Combat 13 + 4 = 17: 3d8 + 3 + 1 + 1d4 + 3 + 1d6 ⇒ (7, 6, 4) + 3 + 1 + (4) + 3 + (3) = 31 Success!

For second combat, reveal and discard Natron fang. Reveal Ring. Discard top card of deck: Champion's Do-Maru. Ezren blesses with Horus.
Combat 13 + 4 = 17: 5d8 + 3 + 1d4 + 3 + 1d6 ⇒ (5, 2, 1, 1, 1) + 3 + (1) + 3 + (4) = 21

VICTORY!


Human Wizard (Tier 3.0) | Ezren's Deck //

Huzzah!


Development

When the dust settles, one of the guards thanks you.

“Without your help, Kholoran might have gotten away. As for this undead-loving miscreant,” she gestures toward the slumped form of the pasha’s agent, “she seemed to be under mind-controlling magic.”

The pasha’s unwitting agent speaks quietly, “A vampire ordering dangerous prisoners to be freed from Nex? He is likely from Geb. You won’t find a better guide to that realm than Nyctessa. Please, let us strike together against our mutual enemy.”

If you agree to her proposal, you’d best keep an eye on her.

Reward

The party gets all boons remaining in location decks.

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the item Effigy of Anubis. At the end of each scenario, return that item to the game box.

Each player may, for each future scenario, choose to exchange her character that completed this scenario with Nyctessa from Hell’s Vengeance Character Deck 2. Nyctessa gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Nyctessa’s deck from the Hell’s Vengeance Character Deck 2 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Wizard Nyctessa.

Acquired Cards

Acid Flask (Item 0) x2
Acid Jet (Spell 0)
Armored Kilt (Armor 0)
Bal Themm (Ally 2)
Bird Feather Tokens (Item 3)
Blessing of Maat (Blessing 2)
Blessing of Ra (Blessing 0)
Blessing of the Ancients (Blessing 0)
Blessing of Thoth (Blessing 1)
Blowgun (Weapon 0)
Burglar's Buckler (Armor 1)
Canteen (Item 0)
Corrosive Dagger +1 (Weapon 0)
Crocodile Skin Shield (Armor 0)
Cure (Spell 0)
Deliquescent Gloves (Item 3)
Detect Undead (Spell 1)
Elemental Treaty (Spell 0)
Fiery Glare (Spell 0)
Giant Slug (Ally 0)
Glyphbane Gloves (Item 2)
Holy Water Grenade (Item 0)
Key of the Second Vault (Item 0)
Kohl of Uncanny Discernment (Item 0)
Lightning Touch (Spell 0)
Magic Carpet (Item 2)
Miau Pakhet (Ally 0)
Mistform (Spell 3)
Mummify Self (Spell 0)
Scarab Sand (Item 3)
Smoke Stick (Item 1)
Staff of Dark Flame (Weapon 3)
Stone Skin (Spell 1)
Tomb Raider (Ally 0)
Torch (Weapon 0) x2
Ubashki (Ally 0)
Volcanic Storm (Spell 3)

1x Weapon 3
4x Weapon 0
2x Spell 3
2x Spell 1
5x Spell 0
1x Armor 1
2x Armor 0
3x Item 3
2x Item 2
1x Item 1
6x Item 0
1x Ally 2
4x Ally 0
1x Blessing 2
1x Blessing 1
2x Blessing 0


Female Human Sorcerer Deck Handler

Gaining Skill Feat: CHA +3
Upgrading Spell B Prophesize into Spell 3 Dimension Leap

Seoni eyed the dhamphir. "I never thought I'd see an undead try the, I-was-mind-controlled excuse."
Nyctessa gazed back at the sorcerer. "I'm only *partially* undead."
Seoni smirked. "Well, I only *partially* trust you."
The wizard raised her eyebrow. "And you consider a nomad such as yourself to be trustworthy?" She scoffed and crossed her arms. "We seem to be at an impasse."
Seoni smiled. "In this timeline, perhaps. But consider an alternate dimension, in which you didn't try to liberate Kholoran. Then these trust issues wouldn't be a factor, would they?" The sorcerer opened a dimensional portal, beckoning to Nyctessa. "So, shall we?"
The dhampir paused, but ultimately acquiesced, agreeing to follow Seoni wherever- and whenever- she went.


Female Gnome Combat Paladin, Tier 5, Deck Handler

Raz will visit Ghoul Market for a change.


Human Wizard (Tier 3.0) | Ezren's Deck //

Ezren will go to the Sunburst Market and trade his Walking Stick for Blessing of the Elements.


4-P2: Dangerous Cargo: Zelhara

Here in Quantium, a center for arcane study, magical flourishes are everywhere, so the dizzying array of magical runes lining the sides of the tightly guarded prison wagon ahead of you seems almost commonplace. As it disappears into a narrow alleyway, you quicken your pace. The wagon holds the notorious alchemist Dalsig Kholoran, infamous for stealing troves of lore about fleshwarping and using them to conduct gruesome experiments. Kholoran has been sentenced to spend the rest of his life in the inescapable prison at Valkas Isle, but Society contacts have warned that Pasha Muhlia al-Jakri might seek an alliance with this brilliant and depraved man. Time is running short before Kholoran meets his fate, yet there are still no signs of the pasha’s agents. After witnessing the devastation that her other agents could inflict, you hope that your venture-captain’s fears will prove no more than justified caution.

You’ll have no such luck.

You enter the alleyway in time to see the guards drop to their knees, crying out in agony. A lithe woman covered in piercings emerges from the shadows. Her vacant gaze turns toward you.

She draws a length of barbed chain into her hand, slicing it through the air in practiced circles. Before you can rush forward to help contain the prisoner, one of the guards points a finger at you, shouting “Watch out; she’s got backup!”

You’d better resolve this situation quickly and carefully.


During This Adventure: The adventure deck number is 3. The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor (proxy with Tablet of Languages Lost).

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.
When a bane from the siege deck is undefeated, banish a card from a random open location deck.
If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.
To win the scenario, a location must be open while the siege deck is empty.

Defensive Stance: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Additional Rules:

New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
What follows are base trader rules from Mummy's Mask, with some irrelevant info snipped out.
Most traders list a type of card that they offer and a trade cost; characters can pay the trade cost to get a card offered by the trader. Each character may visit 1 trader that has been checked off on the Bazaar card; multiple characters may visit the same trader. First, display the chosen traders. Then for each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.
To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card’s adventure deck number. After paying the trade cost, the character may take a card displayed on the trader. Each character can make no more than 1 trade. If more than 1 character chose the same trader, those characters should randomly determine which character trades with that trader first.

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.

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

Scourges:

See the Additional Rules spoiler for rules about Scourges and the Scourge Table.

Curse of Poisoning (8 copies)

Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, 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
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Curse of Fevered Dreams (3 copies)

Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.

Story Banes:

Zelhara (Henchman)
Spoiler:
Zelhara
FF Villain 3
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 16
Before you act, you are dealt 1d4 Combat damage.
The difficulty to defeat is increased by the number of cards you discard as damage.
After you act, bury an ally from your discard pile.

Aghash (Henchman)

Spoiler:
Aghash
MM Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Akitar (Henchman)

Spoiler:
Akitar
MM Henchman 3
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
If defeated, you may immediately attempt to close the location this henchman came from.

Blightwing (Henchman)

Spoiler:
Blightwing
MM Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Summons:

Blightwing (Summon)
Spoiler:
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
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.

Crawling Hands (Summon)

Spoiler:
Crawling Hands
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Natron Zombie (Summon)

Spoiler:
Natron Zombie
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Support Cards:

Auction House (Trader)
Spoiler:
Auction House
Trader 2
The Auction House offers allies. Cost: 2 boons.

Falsin Deek (Trader)

Spoiler:
Falsin Deek
Trader B
Falsin Deek offers items. Cost: 2 boons.
4-2B Reward: Reduce trade cost by 1 (to a minimum of 1).

Ghoul Market (Trader)

Spoiler:
Ghoul Market
Trader 1
The Ghoul Market offers armors. Cost: 2 boons.
4-2E Reward: Reduce trade cost by 1 (to a minimum of 1).

Hadden Hoppert (Trader)

Spoiler:
Hadden Hoppert
Trader B
Hadden Hoppert offers spells. Cost: 2 boons.

Smiths of Wati (Trader)

Spoiler:
Smiths of Wati
Trader B
Smiths of Wati offers weapons. Cost: 2 boons.

Sunburst Market (Trader)

Spoiler:
Sunburst Market
Trader 1
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Defensive Stance

Spoiler:
Defensive Stance
Defensive Stance B
During This Scenario: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Turn: 1 Aric/勝20100

Siege Deck
M: 21 Ba: 16 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4

Embalming Parlor
At This Location (Open): Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None

Golden Lake
At This Location (Open): At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Surgery
At This Location (Open): At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None

The Shiny Bauble
At This Location (Open): 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.
At This Location (Closed): 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.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Towering Obelisk
At This Location (Open): After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Caravanserai
At This Location (Open): When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Great Library of Tephu
At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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