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

Game Master 勝20100

4-5B: MONEY STALKS | Party Hand Overview / Loot / Traders
Turn Order:
1. Aric/勝20100
2. Raz/eddiephlash
3. Mavaro/Nathan Davis
4. Seoni/EmpTyger
5. Ezren/Abraham Z.


1,001 to 1,050 of 1,805 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Reexamined Hungry Fog at the end of the turn.


deck handler

Off-turn: Banished Symbol of Fear, discarded Abadar
Hour: Ancients

No place is great. I'll go ahead and move to Mumia Lab in case someone encounters the villain. Explore into the Ubashki Swarm. I technically auto both but have to look to see if I beat 10 twice.

Combat 8/10: 2d10 + 1d6 + 5 ⇒ (3, 9) + (3) + 5 = 20
Combat 8/10: 2d10 + 1d6 + 5 ⇒ (10, 9) + (3) + 5 = 27

Utterly defeated.

EoT examine: Sistrum of Bastet (P). Meh, banish it.

"

Reiko wrote:

Hand: Majordomo, Sacred Candle#Core, Boots of Elvenkind, Kusarigama, Shinobi Shozoku,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
Mat Reroll: used
NOTES:
Available Support: Autoevade Silver Chain Smugglers. Pop Sacred Candle against a # blessing
Other: I'm Reiko (not very talkative)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Materialize, Double Chicken Saber +1, Wayfinder#Core, Defending Sansetsukon +1, Sage, Blessing of the Quartermaster B
Recharged: Blessing of the Quartermaster A, Headband of Alluring Charisma, Crown of Charisma, Blessing of the Ancients,
Discard Pile: Silver Balladeer, Blessing of Gozreh, Blessing of Abadar,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☐ +2 ☐ +3

Favored Card: Weapon or Poison card
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Poison
POWERS:
If you are the only local character, you may reveal a Poison card 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).
When you encounter a card, you may evade it. ([ ] Then you may either examine the top card of your location or move.) ( Then you may shuffle your location.)
[ ] On your check that invokes the Finesse or Poison trait, gain the skill Melee: Dexterity +3.
[ ] When you defeat a closing henchman, you may examine your location before choosing whether to do so ( and add 4 to your check to do so).
[X] You may treat your powers and favored card type as if the word ""Poison"" were ""Arcane."" ( Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
 When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.

"


Female Human Sorcerer/Tattooed Mystic Deck Handler

Blessing 20: Nethys o’clock
Moving to Precinct of Left Eyes
Exploring Precinct of Left Eyes 2: Ring of the Grasping Grave

Ring of the Grasping Grave:
MM 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.

Revealing Binder’s Tome
Arcane 12: 1d12 + 5 + 4 + 1d4 ⇒ (1) + 5 + 4 + (1) = 11
Aric recharges Blessing of Bastet to reroll d12
Arcane 12: 10 + 1d12 ⇒ 10 + (2) = 12
Ring of the Grasping Grave is acquired

Seoni took a dismissive glimpse at the ring Aric had found. “Pretty, but harmless.”
“Are you sure about that, my dear?” asked the aristocrat, grinning like the proverbial cat. The sorcerer took a closer look and noticed the Pharasman insignia. “Quite interesting,” conceded Seoni.

Discarding Sebti the Crocodile to explore Precinct of Left Eyes 1:
Void Glyph

Void Glyph:
MM 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.

Revealing Binder’s Tome
Arcane 6+6=12: 1d12 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10
Aric discards Blessing of Maat for +3=13. Void Glyph is banished

They heard a sharp cry and turned around: Sebti had discovered the shadowy inscription. Seoni quickly took a quill from Aric, absorbing the darkness into the feather.

Closing empty Precinct of Left Eyes: Revealing Binder’s Tome
CHA 6: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (1) = 16
Ezren recharges Fox
INT 6: 1d8 + 1d4 ⇒ (1) + (3) = 4
Mavaro discards Blessing of Maat for +3=7
Precinct of Left Eyes is closed
Displaying Safe Harbor at Precinct of Left Eyes

Seoni gave one last look around the empty area. “Precinct secured,” she messaged with a sending spell.
Ezren’s voice cut into her mind. “But what did you learn?” asked the wizard.
The sorcerer hesitated, momentarily uncertain. But then she remembered the void-dark ink filling up the quill. “Enough.”

Ending turn. Resetting hand

Seoni wrote:

Hand: Greatclub +1, Elemental Mastery (banish to recovery for +1d10 to defeat Acid/Cold/Electricity/Fire/Poison/Elemental monster; or triplebless to acquire local Acid/Cold/Electricity/Fire/Poison/Elemental ally), Ring of the Grasping Grave, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Chain Lightning, Knot of Isis,

Displayed: Safe Harbor (display at any closed location to let local characters recharge 1d4+1 random discards instead of first exploration until start of Seoni's next turn),
Deck: 14 Discard: 6 Buried: 0
Notes: Safe Harbor at Precinct of Left Eyes
Ask before using:
Can use without asking: Elemental Mastery; Binder's Tome

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 [X] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) ([] +3) ([] +4) 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.
[X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
[] You gain the skill Craft: Charisma +1.
[] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
[] You may bury a card to add its adventure deck number to your check.

Hero points: 0

Summary:
Precinct of Left Eyes 1 banished
Precinct of Left Eyes 2 banished
Precinct of Left Eyes closed, has Safe Harbor displayed.
Seoni is at Precinct of Left Eyes.
Ezren recharged Fox.
Aric recharged Blessing of Bastet, discarded Blessing of Maat.
Mavaro discarded Blessing of Maat.


Male Human Vigilante Deck Handler
Aric at Precinct of Left Eyes wrote:

Aric Hand Size 6: Tooled Crocodile Skin (Armor), Vreva Jhafae (Ally), Shark Skin Armor (Armor), Blessing of Asmodeus (Blessing)

Displayed: Osirion Ancestor
Deck: 13 Discard: 3 Buried: 1
Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
Kit: Bird Feather Tokens (Item), Shadowless Sword 2 (Weapon), 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


Hero Points:4

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 6 > Weapon 6 > Item 6
Mavaro wrote:

Hand: Blessing of the Elements, Flawless Monocle, Cockroach Coat, Planchette, Cure,

On Top: Harrow Deck
Displayed:
Deck: 17 Discard: 1 Buried: 0
Notes: Cure and 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 [X] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Intelligence d8 +4
Perception d8 +4

Hero Points: 1
Role: Hoarder
Favored Card Type: Item
Hand Size 6 [ ]7 [ ]8 [ ]9
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. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).



Human Wizard | Ezren's Deck //

Off turn: Ezren recharges Fox on Seoni's turn.
It is the hour of the Ancients.

Vault Insanity Mist: 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.
Autofail. Reveal Ring of Protection to reduce dmg to 1. Discard Chameleon for 1 Poison dmg.

Vault Lightning Storm: 1d4 ⇒ 4 Vault Lightning Storm is banished

Move: Precinct of Left Eyes
Now that the weather has gotten better, Ezren heads over to the Vault to see his friend Seoni. It seems she has found a safe harbor there. Ezren stops in for a bit of tea.

Safe Harbor recharges random cards from discards: 1d4 + 1 ⇒ (2) + 1 = 3 Meehr Zet, Scrying, and Kohl of Uncanny Discernment are all recharged

End turn

Reset Hand

Ezren wrote:

Hand: Marionette, Volcanic Storm (Core), Deathgrip (Loot), Locate Object, Ring of Protection (Core), Spellbook, Blessing of the Elements (Sunburst Market),

Displayed:
Deck: 12 Discard: 3 Buried: 2
Current Location: Precinct of Left Eyes
Hero Points: 1
Paizo merch reroll: USED
NOTES:
Available Support: Blessing of the Elements

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Effigy of Anubis, Magic Carpet, Fire Snake, Augury, Remove Curse, Chain Lightning, Ice and Fire, Stone Skin, Fox, Meehr Zet, Scrying, Kohl of Uncanny Discernment,
Discard Pile: Life Drain, Unwrapped Harmony (Loot), Chameleon,
Buried Pile: Game of Afterlife (Loot), Sphere of Fire,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
{list proficiencies here}
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

    Advance the hour: Blessing of Horus.
    Change to Red Raven, and exchange Shark Skin Armor for kit’s Shadowless Sword 2.

    Move to Vizier’s Hill. No need to explore as Mavaro put Hungry Fog on top.

    Explore, encounter Hungry Fog.
    Reveal Shadowless Sword 2 to add a d8 to Perception, recharge Vreva to add a d6.
    Perception 10: 1d8 + 3 + 1d8 + 1d6 ⇒ (8) + 3 + (1) + (2) = 14 bane is banished

    Warned by Mavaro, The Red Raven spots the Hungry Fog and manages to spot it. He then goes far from the Hill to get rid of it.

    End of turn:
    - scenario examine the top card of your location deck: next is card 4 of Vizier’s Hill which is Blessing of Bastet. Banish the blessing 0.
    - Red Raven power: examine top card of location deck: Vizier's Hill Card 5. Choose to fight it.

    Before acting, scourge: 1d6 + 1 ⇒ (6) + 1 = 7 Curse of Fevered Dreams
    Reveal Shadowless Sword 2 to use Melee +d8+2
    Combat 13: 1d10 + 5 + 1d8 + 2 ⇒ (10) + 5 + (2) + 2 = 19 Bane banished

    - reset hand, drawing 1, then Curse of Fevered Dreams triggers, recharge hand then draw 1d4 + 1 ⇒ (4) + 1 = 5 cards.

    The Red Raven at Vizier’s Hill wrote:

    The Red Raven Hand Size 4: Shadowless Sword (Weapon), Menacing Backsword +1 (Weapon), Quick-change Mask (Item), Psychic Detective (Ally), Shy Ratani (Ally)

    Displayed: Osirion Ancestor[/b], Curse of Fevered Dreams
    Deck: [b]12
    Discard: 3 Buried: 1
    Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
    Kit: Bird Feather Tokens (Item), Shark Skin Armor (Armor), 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


    Hero Points:4

    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 6 > Weapon 6 > Item 6

    Hour of Wadjet
    Start of Turn Lightning Storm: 1d4 ⇒ 3
    Discard Flawless Monocle, Cockroach Coat, and Planchette

    The somewhat electrocuted Mavaro, limps to the safe harbor at the Precinct of Left Eyes that Lady Oasis set up.

    Banish Cure to Recovery to heal Seoni
    Heal Seoni Cards: 1d4 + 1 ⇒ (4) + 1 = 5

    Use Explore action to heal
    Heal Mavaro Cards: 1d4 + 1 ⇒ (1) + 1 = 2
    Shuffle in Planchette and Cockroach Coat. New top card: Dagger of Doubling

    End Turn. Recovery. Recharge Blessing of the Elements to put Missing Eye on top
    Recovery Cure Divine 8: 1d8 + 4 ⇒ (6) + 4 = 10
    Recharged

    Both Seoni and Mavaro are feeling much invigorated.

    Mavaro wrote:

    Hand: The Missing Eye, Blessing of Sivanah, Acute Senses, Effigy of Anubis, Harrow Deck, Shadowless Sword,

    On Top: Potion of Healing
    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Notes: Blessing Available
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Intelligence d8 +4
    Craft d8 +4

    Hero Points: 1
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 [ ]7 [ ]8 [ ]9
    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. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).



    deck handler

    Hour: Maat
    I'll hold out a little more to see if we ever get a 3 blessing.
    Withering is not great, but I can probably deal with it for a turn and beating the Crawling Hands isn't a concern in this case. We are still blessing poor right now.

    SoT Constitution 4: 1d6 ⇒ 2 Withered

    Reiko finds an Acid Splash scroll. What's Acid Splash? Doesn't seem useful. She tosses the scroll.

    discard Majordomo to explore.

    Reiko then finds an Advocate's Armor. (I know I said I didn't want to use a blessing, but I also don't think we ran across an Armor 3 this whole adventure, and Sivanah adds 2 dice. Use Mavaro's Sivanah.)

    Charisma 9: 3d6 + 1 ⇒ (2, 6, 1) + 1 = 10

    Since EoT I will examine Evil Eye and get an extra scourge, I can actually use the armor to draw my Silver Balladeer and get rid of one of them. But I'll wait to see what the Curse is first.

    Scourge: 1d6 + 1 ⇒ (6) + 1 = 7 Well crap, it's Fevered Dreams, which means I can't use the Advocate's Armor :-/ (No anytime window between EoT and reset.)

    Fevered Dreams cards: 1d4 + 1 ⇒ (4) + 1 = 5 At least that is okay.

    "

    Reiko wrote:

    Hand: Defending Sansetsukon +1, Double Chicken Saber +1, Sage, Wayfinder#Core, Blessing of the Quartermaster B,

    Displayed: Curse of Withering, Curse of Fevered Dreams,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 1
    Mat Reroll: used
    NOTES:
    Available Support: Autoevade Silver Chain Smugglers. Pop Sacred Candle against a # blessing
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Materialize
    Recharged: Blessing of the Quartermaster A, Headband of Alluring Charisma, Crown of Charisma, Blessing of the Ancients, Advocate's Armor, Sacred Candle#Core, Boots of Elvenkind, Kusarigama, Shinobi Shozoku,
    Discard Pile: Silver Balladeer, Blessing of Gozreh, Blessing of Abadar, Majordomo,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☑ +1 ☐ +2 ☐ +3

    Favored Card: Weapon or Poison card
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons, Poison
    POWERS:
    If you are the only local character, you may reveal a Poison card 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).
    When you encounter a card, you may evade it. ([ ] Then you may either examine the top card of your location or move.) ( Then you may shuffle your location.)
    [ ] On your check that invokes the Finesse or Poison trait, gain the skill Melee: Dexterity +3.
    [ ] When you defeat a closing henchman, you may examine your location before choosing whether to do so ( and add 4 to your check to do so).
    [X] You may treat your powers and favored card type as if the word ""Poison"" were ""Arcane."" ( Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
     When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.

    "


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Mavaro’s turn)
    Cure: Blessing of Abadar, Marianix Karn, Sebti the Crocodile, Cleric of Nethys, Blessing of the Gods are healed

    “Cream and honey, thank you.” Seoni let the occultist pour her a cup of tea.

    (Seoni’s turn)
    Blessing 25: Isis o’clock
    Banishing Safe Harbor to recovery.
    Moving to Great Library of Tephu
    Closing empty Great Library of Tephu:
    Recharging Knot of Isis
    Knowledge 6: 2d8 + 2 ⇒ (3, 4) + 2 = 9
    Great Library of Tephu is closed. Drawing Random Spell 1: Locate Object

    As the tea party wrapped up, Seoni left the library. Only on her way out did she notice the magical card catalog. The sorcerer smiled wryly. “That might have saved some time.”

    Ending turn.
    Recovery: Revealing Binder’s Tome
    Arcane 10: 1d12 + 5 + 1d4 ⇒ (11) + 5 + (2) = 18
    Safe Harbor is recharged. Resetting hand: Discarding Greatclub +1, Ring of the Grasping Grave, Locate Object, Elemental Mastery

    Seoni wrote:

    Hand: Blessing of the Gods 2, Dimension Leap (banish to recovery at start of encounter to move me to/from encounter location), Marianix Karn, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Chain Lightning, Fire Snake,

    Displayed:
    Deck: 17 Discard: 5 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Blessing of the Gods; Binder's Tome; Dimension Leap

    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 [X] +3 [] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) ([] +3) ([] +4) 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.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Hero points: 0

    Summary:
    Random Spell 1 (Locate Object) acquired.
    Great Library of Tephu closed.
    Seoni is at Great Library of Tephu


    Lightning Storm gets moved to 1d7 ⇒ 6 Great Library of Tephu on Mavaro's turn.


    During This Adventure: When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
    When you defeat the henchman Evidence, you may immediately attempt to close your location.
    When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

    Evidences Displayed: 6

    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:

    Tautrak the Salt (Villain)
    Spoiler:
    Tautrak the Salt
    Villain 3
    Type: Monster
    Traits: Half-Orc Rogue Trigger
    To Defeat: Combat 18 OR Strength Melee 12
    When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.
    Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

    Evidence (Closing Henchman)

    Spoiler:
    Evidence
    None Henchman 3
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Stealth Knowledge Perception Diplomacy 9
    When you examine this card, you may display it next to the scenario.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check.
    If defeated, you may display this card next to the scenario.

    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.

    Silver Chain Smuggler (Summon)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Defensive Stance:

    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.
    Acquired Cards:

    Acute Senses (Spell 0)
    Spoiler:
    Acute Senses
    MM 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.

    Advocate's Armor (Armor 3)

    Spoiler:
    Advocate's Armor
    MM 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.

    Blessing of Abadar (Blessing 0)

    Spoiler:
    Blessing of Abadar
    MM 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 of Isis (Blessing 3)

    Spoiler:
    Blessing of Isis
    MM 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 of Nethys (Blessing 0)

    Spoiler:
    Blessing of Nethys
    MM 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 of Pharasma (Blessing 0)

    Spoiler:
    Blessing of Pharasma
    MM Blessing C
    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.

    Caustic Fog (Spell 3)

    Spoiler:
    Caustic Fog
    MM 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.

    Chain Lightning (Spell 3) x2

    Spoiler:
    Chain Lightning
    MM Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Commander Abdallah (Ally 3)

    Spoiler:
    Commander Abdallah
    MM Ally 3
    Traits: Human Fighter
    To Acquire: Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Dagger of Doubling (Weapon 3)

    Spoiler:
    Dagger of Doubling
    MM 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.

    Effigy of Anubis (Item 3)

    Spoiler:
    Effigy of Anubis
    MM Item 3
    Traits: Trigger Object Magic Anubis
    To Acquire: Intelligence 10 OR Charisma Diplomacy 8
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Elemental Mastery (Spell 3) x2

    Spoiler:
    Elemental Mastery
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Falto (Ally 0)

    Spoiler:
    Falto
    MM Ally C
    Traits: Human Rogue Hireling
    To Acquire: Charisma Diplomacy 10
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Greatclub +1 (Weapon 2)

    Spoiler:
    Greatclub +1
    MM 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.

    Kohl of Uncanny Discernment (Item 0)

    Spoiler:
    Kohl of Uncanny Discernment
    MM 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.

    Locate Object (Spell 1)

    Spoiler:
    Locate Object
    MM 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.

    Magic Carpet (Item 2)

    Spoiler:
    Magic Carpet
    MM 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.

    Marianix Karn (Ally 0)

    Spoiler:
    Marianix Karn
    MM Ally B
    Traits: Human Aspis Sage
    To Acquire: Charisma Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Meehr Zet (Ally 0)

    Spoiler:
    Meehr Zet
    MM Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Osirion Ancestor (Ally 0)

    Spoiler:
    Osirion Ancestor
    MM 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.

    Potion of Healing (Item 0)

    Spoiler:
    Potion of Healing
    MM Item B
    Traits: Liquid Alchemical Healing
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Ring of the Grasping Grave (Item 3)

    Spoiler:
    Ring of the Grasping Grave
    MM 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.

    Sebti the Crocodile (Ally 1)

    Spoiler:
    Sebti the Crocodile
    MM Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Stone Skin (Spell 1)

    Spoiler:
    Stone Skin
    MM 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.

    1x Weapon 3
    1x Weapon 2
    5x Spell 3
    2x Spell 1
    1x Spell 0
    1x Armor 3
    2x Item 3
    1x Item 2
    2x Item 0
    1x Ally 3
    1x Ally 1
    4x Ally 0
    1x Blessing 3
    3x Blessing 0

    Random Monsters:

    Monster 1
    Spoiler:
    Skull Ripper
    MM 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.

    Monster 2

    Spoiler:
    Vanth
    MM 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:
    Thunder Lizard
    MM 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.

    Monster 4

    Spoiler:
    Geniekin
    MM 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.

    Monster 5

    Spoiler:
    Dark Stalker
    MM 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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Toxic Geyser
    MM 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 2

    Spoiler:
    Inevitable Trap
    MM 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.

    Barrier 3

    Spoiler:
    Blast Glyph
    MM Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 4

    Spoiler:
    Curse of Teeth and Fleas
    MM 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 5

    Spoiler:
    Lightning Storm
    MM 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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Frost Sling +1
    MM 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 2

    Spoiler:
    Returning Throwing Axe +1
    MM 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 3

    Spoiler:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 4

    Spoiler:
    Sistrum of Bastet
    MM 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.

    Weapon 5

    Spoiler:
    Dagger of Doubling
    MM 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:
    Commune
    MM Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

    Spell 2

    Spoiler:
    Symbol of Pain
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Corrosion
    MM Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    Detonate
    MM Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Disable Mechanism
    MM Spell 2
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 2

    Spoiler:
    Tooled Crocodile Skin
    MM 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 3

    Spoiler:
    Hide Armor of Fire Resistance
    MM 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:
    Scarab Buckler
    MM Loot B
    Type: Armor
    Traits: Shield Alchemical Healing
    To Acquire: None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

    Armor 5

    Spoiler:
    Alchemist's Suit
    MM 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.

    Random Items:

    Item 1
    Spoiler:
    Healer's Kit
    MM 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:
    Bird Feather Tokens
    MM 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 3

    Spoiler:
    Deliquescent Gloves
    MM 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 4

    Spoiler:
    Djinn Favor Amulet
    MM 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 5

    Spoiler:
    Potion of Healing
    MM Item B
    Traits: Liquid Alchemical Healing
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Random Allies:

    Ally 1
    Spoiler:
    Tarworks Master
    MM Ally B
    Traits: Dwarf
    To Acquire: Craft Charisma Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Apprentice
    MM Ally 2
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Qasin
    MM Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Ally 4

    Spoiler:
    Minnothet
    MM Ally 2
    Traits: Human Shopkeeper Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Ally 5

    Spoiler:
    Black Kiss
    MM 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 the Ancients
    MM 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 Thoth
    MM 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.

    Blessing 3

    Spoiler:
    Blessing of Bastet
    MM 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 Pharasma
    MM 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.

    Blessing 5

    Spoiler:
    Blessing of the Ancients
    MM 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: 26 Ezren/Abraham Z.

    Hour: Blessing of Isis:
    Blessing of Isis
    MM 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.

    Cards Remaining in Hourglass: 5

    Hourglass:

    Turn 27 Aric/勝20100

    Spoiler:
    Blessing of Khepri
    MM Blessing P
    Traits: Divine Healing Khepri
    To Acquire: Craft 7 OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

    Turn 28 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Nethys
    MM 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.

    Turn 29 Reiko/zeroth_hour

    Spoiler:
    Blessing of Abadar
    MM 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.

    Turn 30 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 31 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM 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.

    Vault of Hidden Wisdom
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Insanity Mist

    Insanity Mist (Displayed):
    Insanity Mist
    MM 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.

    Vizier's Hill
    At This Location (Open): If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
    At This Location (Closed): No effect.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/勝20100

    Vizier's Hill Card 1:
    Tautrak the Salt
    Villain 3
    Type: Monster
    Traits: Half-Orc Rogue Trigger
    To Defeat: Combat 18 OR Strength Melee 12
    When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.
    Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.
    Vizier's Hill Card 2:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Warehouse
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Mumia Lab
    At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    At This Location (Closed): No effect.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Reiko/zeroth_hour

    Precinct of Left Eyes
    Closed
    At This Location (Closed): At the start of your turn, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Mavaro/Nathan Davis

    Great Library of Tephu
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, Lightning Storm

    Lightning Storm (Displayed):
    Lightning Storm
    MM 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.

    Smoking Den
    Closed
    At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    deck handler

    Guarding. Using Sansetsukon and discarding.

    Combat 13: 1d8 + 2d6 + 6 ⇒ (5) + (6, 1) + 6 = 18

    Guarded, no consequence.


    Human Wizard | Ezren's Deck //

    Hourglass 26: It is the hour of Isis. Two Blessing 3s in a row, and no way to draw it as far as I'm aware.

    With their foe nearly cornered, Ezren sets out to find him and make him pay for all his nefarious misdeeds.

    Move: Vizier's Hill

    Free explore: Vizier's Hill 1

    Lightning Storm:

    MM 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.

    However, before he can get far, a terrible storm of lightning breaks out. "I'd better hurry," Ezren thinks to himself, "before I get hit on the head by one of those lightning bolts."

    Lightning Storm is displayed at Vizier's Hill.

    First, though, Ezren decides to see if their foe has left any treasure lying about.

    Send Locate Object to Recovery
    Card 2 is Hungry Fog. No trigger.

    Card 3 is The Evil Eye, trigger!:

    MM 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.
    Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    Scourge: 1d6 + 1 ⇒ (6) + 1 = 7 Ezren displays Curse of Fevered Dreams; Card 3 (Evil Eye) is banished.
    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.

    Ezren is so busy congratulating himself for not walking into the Hungry Fog, that he completely misses the sigil of an evil eye buried amidst the fog. He finds himself beginning to dream feverishly, no longer certain of anything.

    Card 4 is Blessing of Bastet:

    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Ezren snorts with dismay. "This is no time for gambling!"
    Autofail acquire check

    Vizier's Hill is shuffled, and now consists of cards: 2, 5, 6, 7
    Discard Blessing of the Elements to explore
    Vizier's Hill, can't be 1, 3, 4: 1d7 ⇒ 3
    Vizier's Hill, can't be 1, 3, 4: 1d7 ⇒ 6
    And finally, at last, Ezren comes face to face with their nemesis, the foul half-orc rogue known as Tautrak the Salt!

    Tautrak the Salt:

    Villain 3
    Type: Monster
    Traits: Half-Orc Rogue Trigger
    To Defeat: Combat 18 OR Strength Melee 12
    When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.
    Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

    The rogue sends his henchmen to try to protect him from the wizard...

    BA Silver Chain Smuggler:

    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BA Diplomacy 5: 1d8 + 1 ⇒ (1) + 1 = 2
    Reveal Ring of Protection to reduce 1 Poison dmg to 0.
    Ezren tries to talk the henchmen into standing aside but they ignore him and flip a poison dart his way. He has no time for such trifles!

    Smoking Den power: bury Marionette to add 1 die
    Send Deathgrip to Recovery
    Combat 12: 2d12 + 4 + 2d8 ⇒ (11, 6) + 4 + (1, 7) = 29
    The henchmen are easily dispatched and Ezren now turns to The Salt, ready to pepper him with arcane power.

    Send Volcanic Storm to Recovery
    Ask Seoni to discard Blessing of the Gods to bless
    Combat 18: 2d12 + 4 + 3d6 ⇒ (4, 11) + 4 + (4, 2, 5) = 30

    Ezren blasts Sautrak to bits. "Well then, enough of that! Who's ready for a cup of tea?"

    We win!


    Development

    From shipping manifests to contracts to plans for future heists, the documents Tautrak kept represent everything you’d need to indict Muhlia al-Jakri! His journal suggests he often worried his associates would turn on him, so he likely kept this all for blackmail if he ever needed it.

    Even with this evidence, you’ll still need to work to break al-Jakri’s remaining alliances before you can be sure she won’t escape justice. Tallah has offered to host a party and invite al-Jakri’s persisting allies, providing you an opportunity to meet and convince each one of them so that al-Jakri has nowhere left to run.

    Reward

    Each character gains a Hero Point.

    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Sun Falcon Pectoral and 1 character may temporarily replace 1 item in his deck with the loot Scarab Brooch. At the end of each scenario, return the loot to the game box. Loot details added to party sheet.

    Acquired Cards

    Acute Senses (Spell 0)
    Advocate's Armor (Armor 3)
    Blessing of Abadar (Blessing 0)
    Blessing of Isis (Blessing 3)
    Blessing of Nethys (Blessing 0)
    Blessing of Pharasma (Blessing 0)
    Caustic Fog (Spell 3)
    Chain Lightning (Spell 3) x2
    Commander Abdallah (Ally 3)
    Dagger of Doubling (Weapon 3)
    Effigy of Anubis (Item 3)
    Elemental Mastery (Spell 3) x2
    Falto (Ally 0)
    Greatclub +1 (Weapon 2)
    Kohl of Uncanny Discernment (Item 0)
    Locate Object (Spell 1)
    Magic Carpet (Item 2)
    Marianix Karn (Ally 0)
    Meehr Zet (Ally 0)
    Osirion Ancestor (Ally 0)
    Potion of Healing (Item 0)
    Ring of the Grasping Grave (Item 3)
    Sebti the Crocodile (Ally 1)
    Stone Skin (Spell 1)

    1x Weapon 3
    1x Weapon 2
    5x Spell 3
    2x Spell 1
    1x Spell 0
    1x Armor 3
    2x Item 3
    1x Item 2
    2x Item 0
    1x Ally 3
    1x Ally 1
    4x Ally 0
    1x Blessing 3
    3x Blessing 0


    Human Wizard | Ezren's Deck //

    Ezren will spend his hero point on Skill Feat (his 3rd): Int +3. He is now tier 3.2 and has 1 Hero Point saved.

    Upgrades: Ezren will take one of the Spell 3 upgrades (there are 5 available! so no need to roll for it). Upgrade Spell 0 Augury to Spell 3 slot.

    Loot: Ezren will no longer take Game of Afterlife. Ezren will continue to take Deathgrip (trading False Life for it), and Unwrapped Harmony (trading Apprentice for it).

    Traders: Ezren will continue to trade his Walking Stick for Blessing of the Elements at Sunburst Market.

    Ezren is going to swap out the Wizard Class Deck for the Arcane Adventurer's Pack, requiring the following changes:

    Spell 3: Replace Scrying (WCD) with Magical Mansion (Arcane)

    Spell 3: Replace (Upgraded) Augury (WCD) with Create Mindscape (UM)

    Spell 0: Replace Lightning Touch (WCD) with False Life (Arcane)

    Item 0: Replace Codex (WCD) with Arcane Robes (Promo, Ezren is the owner)

    Item 2: Replace Ring of Protection (WCD) with Ring of Protection (Arcane)

    Ally 1: Replace Chameleon (WCD) with Bound Imp (Arcane)

    Ally 0: Replace Fox (WCD) with Acadamae Student (Arcane)


    Human Wizard | Ezren's Deck //

    Ezren's starting hand. Please choose a suitable location for me.

    Ezren wrote:

    Hand: Magical Mansion, Deathgrip (Loot), Locate Object, Remove Curse, Life Drain, Ring of Protection (Core), Bound Imp,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    Paizo merch reroll: available
    NOTES:
    Available Support: Magical Mansion - healing

    Remove Curse

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements (Sunburst Market), Volcanic Storm (Core), Unwrapped Harmony (Loot), Marionette, Arcane Robes, Ice and Fire, Acadamae Student, Spellbook, Sphere of Fire, Fire Snake, Create Mindscape
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Cha +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    {list proficiencies here}
    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.

  • 4-3C: Friends, Foes, and the Future

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

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

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


    Traders

    Sunburst Market: Ezren, Reiko

    Falsin Deek: Aric, Mavaro, Reiko, Seoni

    Glyphbane Gloves:
    Glyphbane Gloves
    MM 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.
    Deliquescent Gloves:
    Deliquescent Gloves
    MM 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.
    Bird Feather Tokens:
    Bird Feather Tokens
    MM 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.
    Knot of Isis:
    Knot of Isis
    MM Item 3
    Traits: Trigger Object Magic
    To Acquire: Intelligence Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.
    Magic Carpet:
    Magic Carpet
    MM 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.


    During This Adventure: The scourge die is 1d6+1.
    When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: After building the location decks, shuffle the henchman Favorable Reception (proxy with Fire Spirits) into each.
    The difficulty to acquire boons is increased by the number of characters plus 1d6.
    When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    To win the scenario, 4 henchmen and a number of boons equal to twice the number of characters must be displayed next to the scenario.

    Henchmen Displayed: 0/4
    Boons Displayed: 0/10

    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:

    Behroud al-Ibrah (Henchman)
    Spoiler:
    Behroud al-Ibrah
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Divine Diplomacy 12
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
    After you act, shuffle an ally and blessing from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ecclezio Uticus (Henchman)

    Spoiler:
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ikar Raham (Henchman)

    Spoiler:
    Ikar Raham
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Arcane Survival 12
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.
    After you act, shuffle an item and spell from the box into your location deck.
    If defeated, display this card next to the scenario.

    Metasee (Henchman)

    Spoiler:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.

    Favorable Reception (Henchman)

    Spoiler:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury 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.

    Silver Chain Smuggler (Summon)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Defensive Stance:

    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.

    Glass Pavilion
    At This Location (Open): At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    At This Location (Closed): At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 2
    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: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Pleasure Barge
    At This Location (Open): If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 2
    Located/Displayed Here: None

    Tooth and Hookah
    At This Location (Open): If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: None


    Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6


    Loot: Symbol of Pain Replaces Mind Over Gravity
    Loot:Akhentepi’s Armor Replaces Crystal Mail
    Loot:Scarab Brooch Replaces Spyglass
    Trader: Deliquescent Gloves Replaces Blessing of Sivanah
    Starting at Glass Pavilion

    Mavaro wrote:

    Hand: Symbol of Pain, Akhentepi’s Armor, Planchette, Mistform (Core), Shadowless Sword, Scarab Brooch,

    On Top: Mask of Stolen Mien
    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Notes: Mistform: On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
    Display Symbol of Pain before the end of Aric's turn."
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Charisma 1d8 + 4 + 1d6
    Stealth 1d8 + 4 + 1d6
    Craft 1d8 + 4 + 1d6
    Diplomacy 1d8 + 4 + 1d6

    Hero Points: 1
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 [ ]7 [ ]8 [ ]9
    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. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).



    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hero Point: Card Feat: 4 items (taking Item B Spellbook)
    Upgrading Spell B Frostbite into Spell 3 Coordinated Blast
    Replacing Safe Harbor with Loot Disable Mechanism
    Replacing Gem of Mental Acuity with Loot Game of Afterlife
    Falsin Deek: Trading Spell 3 Create Mindscape for Item 3 Knot of Isis
    Starting at Pleasure Barge

    Her hair still tied up in the elaborate knots, Seoni smiled as she watched her companions trying to gussy themselves up at Falsin Deek’s. “Your outfit has to coordinate, if you want to make a good impression on the barge,” she offered helpfully.

    She passed the time by playing a round of Afterlife with Ezren. There was something to this game that appealed to Seoni, with plans and strategies at every move. As she pondered her next move, she noted Ezren was eying a new book she had taken from Tautrak’s office. “You wouldn’t like it, Ezren,” she teased. “Not enough words.” Indeed it was almost all designs for tattoos.

    Seoni wrote:

    Hand: Life Drain, Knot of Isis, Chronicler, Blessing of Pharasma B (discard to bless/double bless if spell is cast), Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Cleric of Nethys,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for Boon 3; Blessing for villain/henchman/closing; Disable Mechanism

    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 [X] +3 [] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) ([] +3) ([] +4) 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.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Hero points: 0


    Male Human Vigilante Deck Handler

    Aric heads up to the Pleasure Barge, taking his Hand of the Honest Man while leaving his Candle of Comity.

    Aric at Pleasure Barge wrote:

    Aric Hand Size 6: Hand of the Honest Man (Loot Item), Captain’s Cutlass (Weapon), Vreva Jhafae (Ally), Psychic Detective (Ally), Mask of the Red Raven (Item), Bloodbound Hat (Item)

    Deck: 13 Discard: 0 Buried: 0
    Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
    Kit: Shadowless Sword (Weapon), Blessing of Asmodeus (Blessing), Tooled Crocodile Skin (Armor)

    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


    Hero Points:5

    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


    Human Wizard | Ezren's Deck //

    Ezren will start at the Glass Pavilion.

    Ezren wrote:

    Hand: Magical Mansion, Deathgrip (Loot), Locate Object, Remove Curse, Life Drain, Ring of Protection (Core), Bound Imp,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Glass Pavilion
    Hero Points: 1
    Paizo merch reroll: available
    NOTES:
    Available Support: Magical Mansion - healing

    Remove Curse

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice and Fire, Sphere of Fire, Arcane Robes, Unwrapped Harmony (Loot), Acadamae Student, Fire Snake, Spellbook, Blessing of the Elements (Sunburst Market), Create Mindscape, Marionette, Volcanic Storm (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Cha +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    {list proficiencies here}
    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.

  • deck handler

    Closing doesn't matter, so start at Glass Pavilion.

    "

    Reiko wrote:

    Hand: Sun Falcon Pectoral, Blessing of the Quartermaster B, Double Chicken Saber +1, Blessing of Gozreh, Blessing of the Quartermaster A,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 1
    Mat Reroll: used
    NOTES:
    Available Support: Autoevade Silver Chain Smugglers. Pop Sacred Candle against a # blessing
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle#Core, Defending Sansetsukon +1, Shozoku of the Night Wind, Materialize, Blessing of the Elements, Crown of Charisma, Boots of Elvenkind, Blessing of Abadar, Majordomo, Old Salt, Headband of Alluring Charisma, Silver Balladeer, Kusarigama, Sage
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☑ +1 ☐ +2 ☐ +3

    Favored Card: Weapon or Poison card
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons, Poison
    POWERS:
    If you are the only local character, you may reveal a Poison card 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).
    When you encounter a card, you may evade it. ([ ] Then you may either examine the top card of your location or move.) ( Then you may shuffle your location.)
    [ ] On your check that invokes the Finesse or Poison trait, gain the skill Melee: Dexterity +3.
    [ ] When you defeat a closing henchman, you may examine your location before choosing whether to do so ( and add 4 to your check to do so).
    [X] You may treat your powers and favored card type as if the word ""Poison"" were ""Arcane."" ( Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
     When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.

    "


    During This Adventure: The scourge die is 1d6+1.
    When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: After building the location decks, shuffle the henchman Favorable Reception (proxy with Fire Spirits) into each.
    The difficulty to acquire boons is increased by the number of characters plus 1d6.
    When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    To win the scenario, 4 henchmen and a number of boons equal to twice the number of characters must be displayed next to the scenario.

    Henchmen Displayed: 0/4
    Boons Displayed: 0/10

    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:

    Behroud al-Ibrah (Henchman)
    Spoiler:
    Behroud al-Ibrah
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Divine Diplomacy 12
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
    After you act, shuffle an ally and blessing from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ecclezio Uticus (Henchman)

    Spoiler:
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ikar Raham (Henchman)

    Spoiler:
    Ikar Raham
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Arcane Survival 12
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.
    After you act, shuffle an item and spell from the box into your location deck.
    If defeated, display this card next to the scenario.

    Metasee (Henchman)

    Spoiler:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.

    Favorable Reception (Henchman)

    Spoiler:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury 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.

    Silver Chain Smuggler (Summon)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Defensive Stance:

    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.
    Acquired Cards:

    Random Monsters:

    Monster 1
    Spoiler:
    Desert Trapper
    MM Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Monster 2

    Spoiler:
    Quicksand Bunyip
    MM 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.

    Monster 3

    Spoiler:
    Guecubu
    MM Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.

    Monster 4

    Spoiler:
    Thunder Lizard
    MM 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.

    Monster 5

    Spoiler:
    Caravan Raider
    MM Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Random Barriers:

    Barrier 1
    Spoiler:
    Lightning Storm
    MM 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.

    Barrier 2

    Spoiler:
    Void Glyph
    MM 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 3

    Spoiler:
    Toxic Geyser
    MM 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 4

    Spoiler:
    The Evil Eye
    MM 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 5

    Spoiler:
    Ambush
    MM Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Random Weapons:

    Weapon 1
    Spoiler:
    Dagger of Doubling
    MM 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.

    Weapon 2

    Spoiler:
    Greatclub +1
    MM 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.

    Weapon 3

    Spoiler:
    Disrupting Rapier +1
    MM Weapon 3
    Traits: Sword Melee Piercing Finesse Swashbuckling Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4

    Spoiler:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 5

    Spoiler:
    Dagger of Doubling
    MM 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:
    Knock
    MM Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Acute Senses
    MM 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.

    Spell 3

    Spoiler:
    Acute Senses
    MM 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.

    Spell 4

    Spoiler:
    Mummify Self
    MM 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.

    Spell 5

    Spoiler:
    Flames of the Faithful
    MM Spell 1
    Traits: Magic Divine Fire Veteran
    To Acquire: Wisdom Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Random Armor:

    Armor 1
    Spoiler:
    Day Star Half-Plate
    MM 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:
    Alchemist's Shield
    MM Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Armor 3

    Spoiler:
    Khamsin Coat
    MM Armor 3
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

    Spoiler:
    Shield of Fire Resistance
    MM Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    Advocate's Armor
    MM 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:
    Ring of Rejection
    MM 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:
    Wing of Horus
    MM 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:
    Glyphbane Gloves
    MM 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.

    Item 4

    Spoiler:
    Key of the Second Vault
    MM 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.

    Item 5

    Spoiler:
    Shining Wayfinder
    None Loot P
    Type: Item
    Traits: Magic Object
    To Acquire:
    Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
    Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.

    Random Allies:

    Ally 1
    Spoiler:
    Fire Gecko
    MM 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 2

    Spoiler:
    Tarworks Master
    MM Ally B
    Traits: Dwarf
    To Acquire: Craft Charisma Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Mad Dog Marrn
    MM 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 4

    Spoiler:
    Stained Glass Elemental
    MM Ally C
    Traits: Elemental Electricity Veteran
    To Acquire: Charisma Survival Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Ally 5

    Spoiler:
    Library Curator
    MM 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.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Bastet
    MM 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 2

    Spoiler:
    Blessing of Bastet
    MM 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 3

    Spoiler:
    Blessing of Isis
    MM 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
    MM 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 Ancients
    MM 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: 1 Aric/勝20100

    Hour: Blessing of the Ancients:
    Blessing of the Ancients
    MM 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.

    Cards Remaining in Hourglass: 29

    Hourglass:

    Turn 2 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Wadjet
    MM 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.

    Turn 3 Reiko/zeroth_hour

    Spoiler:
    Blessing of Nethys
    MM 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.

    Turn 4 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 5 Ezren/Abraham Z.

    Spoiler:
    Blessing of Nethys
    MM 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.

    Turn 6 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM 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 7 Mavaro/Nathan Davis

    Spoiler:
    Blessing of the Ancients
    MM 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 8 Reiko/zeroth_hour

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 9 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 10 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM 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 11 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM 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 12 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 13 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM 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.

    Turn 14 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 15 Ezren/Abraham Z.

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    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.

    Turn 16 Aric/勝20100

    Spoiler:
    Blessing of Abadar
    MM 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.

    Turn 17 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Wadjet
    MM 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.

    Turn 18 Reiko/zeroth_hour

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 19 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 20 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 21 Aric/勝20100

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 22 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Ra
    MM 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.

    Turn 23 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Elements
    MM 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 24 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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.

    Turn 25 Ezren/Abraham Z.

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 26 Aric/勝20100

    Spoiler:
    The Exchange's Favor
    Favor 3
    When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Turn 27 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Nethys
    MM 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.

    Turn 28 Reiko/zeroth_hour

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 29 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 30 Ezren/Abraham Z.

    Spoiler:
    Blessing of Abadar
    MM 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.

    Glass Pavilion
    At This Location (Open): At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    At This Location (Closed): At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: Ezren/Abraham Z., Mavaro/Nathan Davis, Reiko/zeroth_hour

    Glass Pavilion Card 1:
    The Evil Eye
    MM 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.
    Glass Pavilion Card 2:
    Frost Staff
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 3:
    Symbol of Fear
    MM 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.
    Glass Pavilion Card 4:
    Blessing of Khepri
    MM Blessing P
    Traits: Divine Healing Khepri
    To Acquire: Craft 7 OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 5:
    Blessing of Bastet
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 6:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 7:
    Coffer Corpse
    MM 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.
    Glass Pavilion Card 8:
    Corrosion
    MM Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 9:
    Rukh
    MM 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.
    Glass Pavilion Card 10:
    Stone Skin
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 11:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    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: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Golden Lake Card 1:
    Volcanic Storm
    MM 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.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 2:
    Hungry Fog
    MM 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.
    Golden Lake Card 3:
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 4:
    Curse of Teeth and Fleas
    MM 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.
    Golden Lake Card 5:
    Speak with Dead
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 6:
    Clawhand Shield
    MM 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.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 7:
    Blessing of the Ancients
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 8:
    Rukh
    MM 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.
    Golden Lake Card 9:
    Ubashki Swarm
    MM 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.
    Golden Lake Card 10:
    Staff of Revelations
    MM Item 3
    Traits: Staff Magic Arcane
    To Acquire: Intelligence Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
    At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 11:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Pleasure Barge
    At This Location (Open): If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 2
    Located/Displayed Here: Aric/勝20100, Seoni/EmpTyger

    Pleasure Barge Card 1:
    Blessing of Horus
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 2:
    Fire Gecko
    MM Ally C
    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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Pleasure Barge Card 3:
    Blessing of the Elements
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 4:
    Aunty
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Pleasure Barge Card 5:
    Mahga Threefingers
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Pleasure Barge Card 6:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 7:
    Behroud al-Ibrah
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Divine Diplomacy 12
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
    After you act, shuffle an ally and blessing from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 8:
    Feather of Maat
    MM Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 9:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 10:
    Pard
    MM Ally B
    Traits: Animal
    To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Pleasure Barge Card 11:
    Ubashki
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.

    Tooth and Hookah
    At This Location (Open): If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 2
    Located/Displayed Here: None

    Tooth and Hookah Card 1:
    Meehr Zet
    MM Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.
    Tooth and Hookah Card 2:
    Black Kiss
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.
    Tooth and Hookah Card 3:
    Lightning Storm
    MM 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.
    Tooth and Hookah Card 4:
    Returning Throwing Axe +1
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 5:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 6:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 7:
    Chain Lightning
    MM Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 8:
    Ikar Raham
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Arcane Survival 12
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.
    After you act, shuffle an item and spell from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 9:
    Guecubu
    MM Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Tooth and Hookah Card 10:
    Azaz Arafe and Zazu
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.
    Tooth and Hookah Card 11:
    Poison Spiked Pit Trap
    MM 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.


    Male Human Vigilante Deck Handler

    Advance the hour: Blessing of the Ancients.
    Switch to Red Raven; exchange Mask of the Red Raven for kit’s Tooled Crocodile Skin.

    No move.
    Use Red Raven’s power to examine: card 1 is Blessing of Horus. Exchange Tooled Crocodile Skin for kit’s Mask of the Red Raven.

    Explore and encounter Blessing of Horus.
    Scenario increases difficulty to acquire: 1d6 + 5 ⇒ (4) + 5 = 9
    Recharge Vreva to add a d6, reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory) for +5 (highest level is 2)
    Dexterity 7+9=16: 1d10 + 2 + 1d6 + 5 ⇒ (2) + 2 + (5) + 5 = 14 Boon banished

    The Red Raven is looking around but misses the Horus shrine.

    Discard Psychic Detective to examine card 2: Fire Gecko. Switch to Aric. Switch Captain’s Cutlass for kit’s Blessing of Asmodeus.
    Then explore.
    Discard Blessing of Asmodeus to bless, and reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory) for +5 (highest level is 2)
    Scenario increases difficulty to acquire: 1d6 + 5 ⇒ (3) + 5 = 8
    Wisdom 4+8=12: 2d8 + 5 ⇒ (6, 8) + 5 = 19 Boon acquired.
    Scenario: display boon from discard (Blessing of Asmodeus)
    Aric power: boon acquired, so examine top card of location: card 3 is Blessing of the Elements.

    Aric, advised by his Psychic Detective, goes to one of the cage in the hold of the pleasure barge and befriend a fire gecko.

    Discard Fire Gecko to explore.
    Scenario increases difficulty to acquire: 1d6 + 5 ⇒ (5) + 5 = 10
    reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory) for +5 (highest level is 2)
    Charisma 6+10=16: 1d10 + 2 + 5 ⇒ (10) + 2 + 5 = 17 Nice
    Scenario: display boon from discard (Fire Gecko)
    Aric power: boon acquired, so examine top card of location: card 4 is Aunty. Finally, a diplomacy ally

    Befriending the gecko seems to be a good omen of the elements.

    Discard blessing of the element to explore.
    Scenario increases difficulty to acquire: 1d6 + 5 ⇒ (5) + 5 = 10
    reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory) for +5 (highest level is 2). Reveal Mask of the Red Raven and bury kit’s Shadowless Sword to add d8+#.
    Diplomacy 8+10=18: 1d10 + 5 + 5 + 1d8 + 3 ⇒ (3) + 5 + 5 + (6) + 3 = 22 Acquired
    Scenario: display boon from discard (Blessing of the Elements)
    Aric power: boon acquired, so examine top card of location: card 5 is Mahga Threefingers

    Then Aric meets a nice cleric and manages to impress her.

    Discard Aunty to examine 3 cards; but use Aric’s power to recharge her instead.
    Card 5 is Mahga Threefingers, card 6 is Favorable Reception, card 7 is Behroud al-Ibrah.
    Choose to explore.
    Scenario increases difficulty to acquire: 1d6 + 5 ⇒ (1) + 5 = 6
    reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory) for +5 (highest level is 2). Reveal Bloodbound hat to add 2 to Diplomacy non-combat check.
    Diplomacy 8+6=14: 1d10 + 5 + 5 + 2 ⇒ (9) + 5 + 5 + 2 = 21 acquired
    Scenario: display boon from discard (Psychic detective)

    Then he impresses an half-orc ranger.

    Discard Mahga Threefingers to explore, use Aric power to recharge the ally instead.
    Favorable Reception, henchman
    reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory) for +5 (highest level is 2). Reveal Bloodbound hat to add 2 to Diplomacy non-combat check.
    Diplomacy 6+#=9: 1d10 + 5 + 5 + 2 ⇒ (7) + 5 + 5 + 2 = 19 auto defeated
    Defeated so displayed next to location While displayed, characters at this location add 1d6 to checks to acquire

    With all the friends he already made and his ability to mingle in many social situation, Aric has no trouble getting a favorable reception.

    End of turn.
    - reset hand, drawing 3 cards.

    Aric at Pleasure Barge wrote:

    Aric Hand Size 6: Hand of the Honest Man (Loot Item), Mask of the Red Raven (Item), Bloodbound Hat (Item), Dandy Brute (Ally), Eando Kline (Ally), Cockroach Coat (Item)

    Displayed: Blessing of Asmodeus[/b], Fire Gecko, Blessing of the Elements, Psychic Detective
    Deck: [b]13
    Discard: 0 Buried: 1
    Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
    Kit: Captain’s Cutlass (Weapon), Tooled Crocodile Skin (Armor)
    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


    Hero Points:5

    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 6 > Weapon 6 > Item 6

    On Aric's turn, display Symbol of Pain

    Hour of Wadjet

    Free Explore and encounter Meehr Zet
    Added difficulty for Boon: 1d6 ⇒ 5
    Reveal Scarab Brooch. Recharge Reiko's Blessing of the Quartermaster
    Diplomacy 7+5: 1d8 + 4 + 1d6 + 1 + 1d8 ⇒ (2) + 4 + (1) + 1 + (1) = 9 Shuffled back into Location

    Send Planchette to Recovery, Examine, looking for Allies
    Shuffle Examine: 1d11 ⇒ 2 Tooth and Hookah Card 2: Black Kiss: Automatically acquired!
    Display: Akhentepi’s Armor

    Discard Black Kiss to explore
    Shuffle Explore, skip 2: 1d10 ⇒ 4 Tooth and Hookah Card 5: Mystic Silk Coat
    Added difficulty for Boon: 1d6 ⇒ 4
    Recharge Mistform (Core) to put Blessing of Maat on top deck. Reveal Scarab Brooch
    Fortitude 8+4: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 Wow! Acquired
    Display: Shadowless Sword

    Recovery Recharge Scarab Brooch to put The Missing Eye on top
    Recovery Planchette Perception 6: 1d8 + 6 ⇒ (3) + 6 = 9 Recharged
    Recovery Symbol of Pain Divine 11: 1d8 + 4 ⇒ (4) + 4 = 8 Discarded

    Mavaro started socialize and slurring at the Tooth and Hookah. Meehr Zet was put off, but the Black Kiss was intrigued by Mavaro's planchette. Mavaro put aside his armor and sword and slipped into a silk coat to be less conspicuous.

    Mavaro wrote:

    Hand: Mystic Silk Coat, The Missing Eye, Cleric of Nethys, Psychic Detective, Cockroach Coat, Mistform (Core),

    On Top: Blessing of Abadar
    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    "Notes: Mistform: On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
    "
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Dexterity 1d8 + 4
    Disable 1d8 + 4
    Divine 1d8 + 4

    Hero Points: 1
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 [ ]7 [ ]8 [ ]9
    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. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Reiko Recharged a Blessing of the Quartermaster
    Tooth and Hookah:
    Shuffled
    Acquired 2, 5
    Displayed 2 Boons from my deck.


    Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

    Started at Glass Pavilion, examines Evil Eye. Trigger scourge then banish.
    scourge: 1d6 + 1 ⇒ (3) + 1 = 4 Curse of Daybane

    Ezren recharges Remove Curse to relieve me of the curse


    deck handler

    Out of Turn Updates: Recharge BotQ A
    Turn Order: Seoni, Ezren, Aric, Mavaro, Reiko
    Turn: 3 - Nethys [/ooc]
    SOT: Examine top of Glass Pavilion (2), it is a Frost Staff.
    Give Card: None
    Move: Glass Pavilion -> Golden Lake
    Explore: Volcanic Storm. That sucks. Well, let's see the penalty.

    difficulty increase: 1d6 ⇒ 5

    Well, that's a 21. Not happening :(. Recharge Sun Falcon Pects to explore. Hungry Fog. That's probably help from Seoni's Disable Mechanism + BotQ B

    Wisdom 10: 2d8 + 2d6 ⇒ (7, 4) + (2, 1) = 14

    EOT: End Turn and Reset hand

    "

    Reiko wrote:

    Hand: Materialize, Old Salt, Double Chicken Saber +1, Blessing of Gozreh, Sage,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 1
    Mat Reroll: used
    NOTES:
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle#Core, Majordomo, Silver Balladeer, Shozoku of the Night Wind, Blessing of the Elements, Boots of Elvenkind, Kusarigama, Headband of Alluring Charisma, Crown of Charisma, Defending Sansetsukon +1, Blessing of Abadar
    Recharged: Blessing of the Quartermaster A, Sun Falcon Pectoral, Blessing of the Quartermaster B,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☑ +1 ☐ +2 ☐ +3

    Favored Card: Weapon or Poison card
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons, Poison
    POWERS:
    If you are the only local character, you may reveal a Poison card 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).
    When you encounter a card, you may evade it. ([ ] Then you may either examine the top card of your location or move.) ( Then you may shuffle your location.)
    [ ] On your check that invokes the Finesse or Poison trait, gain the skill Melee: Dexterity +3.
    [ ] When you defeat a closing henchman, you may examine your location before choosing whether to do so ( and add 4 to your check to do so).
    [X] You may treat your powers and favored card type as if the word ""Poison"" were ""Arcane."" ( Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
     When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.

    "

    Summary
    Acquired: None
    Banished: None
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None


    Human Wizard | Ezren's Deck //

    On Mavaro's turn: Ezren recharges Remove Curse


    deck handler

    Reiko can't use Disable Mechanism on the Hungry Fog, which means she is forced to evade it (so I take back the BotQ and Sage isn't in my hand)


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Blessing 4: Ancients o'clock
    Moving to Glass Pavilion
    Exploring Glass Pavilion 2: Frost Staff

    Frost Staff:
    MM 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.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (4) = 9
    Arcane 6+9=15: 1d12 + 5 + 4 ⇒ (10) + 5 + 4 = 19
    Frost Staff is acquired and displayed
    Aric was the life of the party, and Seoni saw no reason to not let the noble have his time in the spotlight. Certainly not when Reiko had found a sparkly blue staff. The ninja was getting more attuned with the arcane arts, Seoni conceded, but... "Oh, dearie, no," reprimanded the sorcerer, as Reiko attempted to brush away a magical fog. "That's not how you use sorcery to erase a problem."

    Discarding Blessing of Pharasma to explore Glass Pavilion 3: Symbol of Fear

    Symbol of Fear:
    MM 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.

    Symbol of Fear is displayed
    Distracted by the ninja, the sorcerer was surprised by a blue spiraling rune appear where she had gripped the staff. The sorcerer's poise slipped.

    Discarding Cleric of Nethys to examine Glass Pavilion 4: Blessing of Khepri, Glass Pavilion 5: Blessing of Bastet. Exploring Glass Pavilion 4: Blessing of Khepri

    Blessing of Khepri:
    MM Blessing P
    Traits: Divine Healing Khepri
    To Acquire: Craft 7 OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

    Blessing of Bastet:
    MM 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.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (1) = 6
    Recharging Knot of Isis
    Knowledge 5+6=11: 2d8 + 2 ⇒ (4, 6) + 2 = 12
    Blessing of Khepri is acquired and displayed

    Oblivious to Seoni's panic, Eltin was mingling with some other clerics. The Nethysian had made some fine point which had the Kheprite nodding vigorously in agreement. "If the Queen of Miracles is willing, the Humble Hand will hold your cause!"

    Ending turn. Banishing Disable Mechanism to recovery
    CON 8: 1d6 + 2d8 ⇒ (6) + (6, 6) = 18
    Symbol of Fear is banished
    Recovery:
    Arcane 12: 1d12 + 5 ⇒ (10) + 5 = 15
    Disable Mechanism is recharged.
    Resetting hand
    (At the start of Ezren's turn)
    Recharging Surgeon to heal Cleric of Nethys

    Seoni spoke a quick incantation, and swept her hand across her palm. The surgeon examined Seoni's hand closely to be certain, but the fearful brand had been swept clear off. "*That's* how you use sorcery to erase a problem," said Seoni smugly.

    Seoni wrote:

    Hand: Life Drain, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Chronicler, Spellbook, Wand of Detect Magic, Surgeon,

    Displayed: Symbol of Fear,
    Deck: 11 13 Discard: 1 2 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Binder's Tome

    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 [X] +3 [] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) ([] +3) ([] +4) 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.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Hero points: 0

    Summary:
    Glass Pavilion 2, 4 are displayed for the scenario.
    Glass Pavilion 3 is banished.
    Glass Pavilion 5 (Blessing of Bastet) is on top.
    Seoni is at Glass Pavilion.


    Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

    Mystic Silk Coat was banished and not acquired so the Shadowless Sword is back in hand and not displayed

    Mavaro wrote:

    Hand: Shadowless Sword, The Missing Eye, Cleric of Nethys, Psychic Detective, Cockroach Coat, Mistform (Core),

    On Top: Blessing of Abadar
    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    "Notes: Mistform: On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
    "
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Dexterity 1d8 + 4
    Disable 1d8 + 4
    Divine 1d8 + 4

    Hero Points: 1
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 [ ]7 [ ]8 [ ]9
    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. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).



    During This Adventure: The scourge die is 1d6+1.
    When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: After building the location decks, shuffle the henchman Favorable Reception (proxy with Fire Spirits) into each.
    The difficulty to acquire boons is increased by the number of characters plus 1d6.
    When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    To win the scenario, 4 henchmen and a number of boons equal to twice the number of characters must be displayed next to the scenario.

    Henchmen Displayed: 0/4
    Boons Displayed: 7/10

    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:

    Behroud al-Ibrah (Henchman)
    Spoiler:
    Behroud al-Ibrah
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Divine Diplomacy 12
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
    After you act, shuffle an ally and blessing from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ecclezio Uticus (Henchman)

    Spoiler:
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ikar Raham (Henchman)

    Spoiler:
    Ikar Raham
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Arcane Survival 12
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.
    After you act, shuffle an item and spell from the box into your location deck.
    If defeated, display this card next to the scenario.

    Metasee (Henchman)

    Spoiler:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.

    Favorable Reception (Henchman)

    Spoiler:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury 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.

    Silver Chain Smuggler (Summon)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Defensive Stance:

    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.
    Acquired Cards:

    Aunty (Ally 0)

    Spoiler:
    Aunty
    MM 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.

    Black Kiss (Ally 1)

    Spoiler:
    Black Kiss
    MM 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.

    Blessing of Khepri (Blessing 0)

    Spoiler:
    Blessing of Khepri
    MM Blessing P
    Traits: Divine Healing Khepri
    To Acquire: Craft 7 OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

    Blessing of the Elements (Blessing 0)

    Spoiler:
    Blessing of the Elements
    MM 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.

    Fire Gecko (Ally 0)

    Spoiler:
    Fire Gecko
    MM Ally C
    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.

    Frost Staff (Item 0)

    Spoiler:
    Frost Staff
    MM 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.

    Mahga Threefingers (Ally 0)

    Spoiler:
    Mahga Threefingers
    MM 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.

    1x Item 0
    1x Ally 1
    3x Ally 0
    2x Blessing 0

    Random Monsters:

    Monster 1
    Spoiler:
    Bonecrusher Hunter
    MM 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.

    Monster 2

    Spoiler:
    Skull Ripper
    MM Monster 3
    Traits: Construct
    To Defeat: Combat 14
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Monster 3

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

    Monster 4

    Spoiler:
    Scarab Swarm
    MM 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.

    Monster 5

    Spoiler:
    Sun Falcon
    MM 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:
    Grave Goods
    MM Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Barrier 2

    Spoiler:
    Baited Jewel Box
    MM 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.

    Barrier 3

    Spoiler:
    Inevitable Trap
    MM 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.

    Barrier 4

    Spoiler:
    Insanity Mist
    MM 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.

    Barrier 5

    Spoiler:
    Dance of the Dead
    MM 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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Dagger of Doubling
    MM 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.

    Weapon 2

    Spoiler:
    Disrupting Rapier +1
    MM Weapon 3
    Traits: Sword Melee Piercing Finesse Swashbuckling Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3

    Spoiler:
    Shocking Scimitar +2
    MM 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 4

    Spoiler:
    Dagger of Doubling
    MM 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.

    Weapon 5

    Spoiler:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Random Spells:

    Spell 1
    Spoiler:
    Mummify Self
    MM 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.

    Spell 2

    Spoiler:
    Detect Undead
    MM 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.

    Spell 3

    Spoiler:
    Toxic Cloud
    MM 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 4

    Spoiler:
    Flames of the Faithful
    MM Spell 1
    Traits: Magic Divine Fire Veteran
    To Acquire: Wisdom Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spell 5

    Spoiler:
    Acute Senses
    MM 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.

    Random Armor:

    Armor 1
    Spoiler:
    Tooled Crocodile Skin
    MM 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 2

    Spoiler:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 3

    Spoiler:
    Burglar's Buckler
    MM 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.

    Armor 4

    Spoiler:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 5

    Spoiler:
    Shield of Fire Resistance
    MM Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:

    Item 1
    Spoiler:
    Lottery Urn
    MM Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

    Item 2

    Spoiler:
    Mummified Cat
    MM 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.

    Item 3

    Spoiler:
    Ring of the Grasping Grave
    MM 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 4

    Spoiler:
    Scroll of Thoth
    MM Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Item 5

    Spoiler:
    Alchemist's Kit
    MM Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Random Allies:

    Ally 1
    Spoiler:
    Nefti the Bard
    MM 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 2

    Spoiler:
    Terhk Fourwinds
    MM Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Commander Abdallah
    MM Ally 3
    Traits: Human Fighter
    To Acquire: Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Ally 4

    Spoiler:
    Sebti the Crocodile
    MM Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Ally 5

    Spoiler:
    Apprentice
    MM Ally 2
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of the Ancients
    MM 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 the Elements
    MM 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 Abadar
    MM 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 4

    Spoiler:
    Blessing of Bastet
    MM Blessing C
    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 5

    Spoiler:
    Blessing of Bastet
    MM 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.

    Turn: 5 Ezren/Abraham Z.

    Hour: Blessing of Nethys:
    Blessing of Nethys
    MM 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.

    Cards Remaining in Hourglass: 25

    Hourglass:

    Turn 6 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM 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 7 Mavaro/Nathan Davis

    Spoiler:
    Blessing of the Ancients
    MM 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 8 Reiko/zeroth_hour

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 9 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 10 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM 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 11 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM 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 12 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 13 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM 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.

    Turn 14 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 15 Ezren/Abraham Z.

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    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.

    Turn 16 Aric/勝20100

    Spoiler:
    Blessing of Abadar
    MM 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.

    Turn 17 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Wadjet
    MM 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.

    Turn 18 Reiko/zeroth_hour

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 19 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 20 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 21 Aric/勝20100

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 22 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Ra
    MM 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.

    Turn 23 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Elements
    MM 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 24 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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.

    Turn 25 Ezren/Abraham Z.

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 26 Aric/勝20100

    Spoiler:
    The Exchange's Favor
    Favor 3
    When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Turn 27 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Nethys
    MM 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.

    Turn 28 Reiko/zeroth_hour

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 29 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 30 Ezren/Abraham Z.

    Spoiler:
    Blessing of Abadar
    MM 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.

    Glass Pavilion
    At This Location (Open): At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    At This Location (Closed): At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Ezren/Abraham Z., Seoni/EmpTyger

    Glass Pavilion Card 1 (Blessing of Bastet):
    Blessing of Bastet
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 2:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 3:
    Coffer Corpse
    MM 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.
    Glass Pavilion Card 4:
    Corrosion
    MM Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 5:
    Rukh
    MM 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.
    Glass Pavilion Card 6:
    Stone Skin
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 7:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    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: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Reiko/zeroth_hour

    Golden Lake Card 1:
    Curse of Teeth and Fleas
    MM 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.
    Golden Lake Card 2:
    Ubashki Swarm
    MM 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.
    Golden Lake Card 3:
    Clawhand Shield
    MM 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.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 4:
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 5:
    Speak with Dead
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 6:
    Blessing of the Ancients
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 7:
    Hungry Fog
    MM 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.
    Golden Lake Card 8:
    Rukh
    MM 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.
    Golden Lake Card 9:
    Staff of Revelations
    MM Item 3
    Traits: Staff Magic Arcane
    To Acquire: Intelligence Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
    At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 10:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Pleasure Barge
    At This Location (Open): If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/勝20100, Favorable Reception

    Favorable Reception (Displayed):
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 1 (Behroud al-Ibrah):
    Behroud al-Ibrah
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Divine Diplomacy 12
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
    After you act, shuffle an ally and blessing from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 2:
    Feather of Maat
    MM Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 3:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 4:
    Pard
    MM Ally B
    Traits: Animal
    To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 5:
    Ubashki
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.

    Tooth and Hookah
    At This Location (Open): If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Mavaro/Nathan Davis
    Notes: Meehr Zet (Ally 0)

    Tooth and Hookah Card 1:
    Chain Lightning
    MM Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 2:
    Guecubu
    MM Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Tooth and Hookah Card 3:
    Ikar Raham
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Arcane Survival 12
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.
    After you act, shuffle an item and spell from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 4:
    Lightning Storm
    MM 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.
    Tooth and Hookah Card 5:
    Returning Throwing Axe +1
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 6:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Tooth and Hookah Card 7:
    Poison Spiked Pit Trap
    MM 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.
    Tooth and Hookah Card 8:
    Azaz Arafe and Zazu
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.
    Tooth and Hookah Card 9:
    Meehr Zet
    MM Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.


    Human Wizard | Ezren's Deck //

    It is the hour of Nethys

    Move: Tooth & Hookah

    Free explore

    Tooth & Hookah 1 is Chain Lightning:

    MM Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Difficulty increase: 1d6 + 5 ⇒ (1) + 5 = 6
    Reveal Ring of Protection to add 1+2
    Arcane 10+6=16: 1d12 + 5 + 3 ⇒ (12) + 5 + 3 = 20 Acquired. Not Displayed.

    Ezren power: explore Tooth & Hookah 2

    Guecubu:

    MM Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.

    Send Deathgrip to Recovery
    Combat 15: 1d12 + 5 + 2d8 ⇒ (7) + 5 + (1, 5) = 18 Banished
    Deathgrip power: ignore the After you Act power.
    Ezren power: examine top card of own deck - Fire Snake - draw it.

    Send Locate Object to Recovery
    T&H Card 3 is Ikar Raham (Henchman, Barrier, no trigger)
    T&H Card 4 is Lightning Storm (Barrier, no trigger)
    T&H Card 5 is Returning Throwing Axe +1 (boon, encounter it)

    Returning Throwing Axe +1:

    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Difficulty increase: 1d6 + 5 ⇒ (5) + 5 = 10
    Reveal Ring of Protection to add 1+2
    Ask Reiko to recharge BotQ B to bless
    Send Fire Snake to Recovery to use Arcane for acquire check
    Arcane 18: 2d12 + 5 + 3 ⇒ (7, 10) + 5 + 3 = 25 Acquired. Display Returning Throwing Axe +1 next to the scenario
    Ezren power: examine top card of own deck: Spellbook
    Tooth & Hookah consists of cards 3, 4, 6-9, and is now shuffled

    Ezren power - explore Tooth & Hookah, ignore 5: 1d7 + 2 ⇒ (4) + 2 = 6

    Favorable Reception:

    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Reveal Ring of Protection to add 1+2
    Diplomacy 6+3=9: 1d8 + 1 + 3 ⇒ (8) + 1 + 3 = 12 Display next to Tooth & Hookah. While displayed, characters at this location add 1d6 to checks to acquire.

    Send Bound Imp to Recovery to draw 2 cards: Spellbook & Acadamae Student.

    Discard Acadamae Student to explore Tooth & Hookah, ignore 5 or 6: 1d7 + 2 ⇒ (6) + 2 = 8

    Azaz Arafe and Zazu:

    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.

    Difficulty increase: 1d6 + 5 ⇒ (5) + 5 = 10
    Favorable Henchman is displayed at location, gives +1d6 to acquire
    Acadamae Student adds 1d4 to first Arcane check of exploration
    Spellbook adds 1d4
    Reveal Ring of Protection to add 1+2
    Arcane 7+10=17: 1d12 + 5 + 1d6 + 1d4 + 1d4 + 3 ⇒ (6) + 5 + (4) + (1) + (2) + 3 = 21 Acquired and not displayed
    I'm not quite sure whether I can BOTH reveal Spellbook AND take advantage of the Scenario Power to reveal cards with Accessory/Clothing trait, but since I beat the check by 4 it's moot (even if I had removed 1d4 I still would have acquired).

    Discard Azaz Arafe and Zazu to explore Tooth & Hookah, ignore 5, 6, 8: 1d7 + 2 ⇒ (7) + 2 = 9

    Meehr Zet:

    MM Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.

    Difficulty increase: 1d6 + 5 ⇒ (2) + 5 = 7
    Favorable Henchman is displayed at location, gives +1d6 to acquire
    Reveal Ring of Protection to add 1+2
    Diplomacy 7+7=14: 1d8 + 1 + 1d6 + 3 ⇒ (2) + 1 + (5) + 3 = 11 Not acquired, but location power causes it to be shuffled back into the location.
    Tooth & Hookah is shuffled and (until next box update) consists of cards: 3, 4, 7, 9

    End turn

    Recovery Phase:
    Recharge Deathgrip, Arcane 10, revealing spellbook: 1d12 + 5 + 1d4 ⇒ (8) + 5 + (1) = 14
    Recharge Locate Object, Arcane 8, revealing spellbook: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (4) = 13
    Recharge Fire Snake, Arcane 8, revealing spellbook: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (4) = 11
    Recharge Bound Imp, Arcane 8, revealing spellbook: 1d12 + 5 + 1d4 ⇒ (7) + 5 + (1) = 13
    All recharged

    Reset Hand

    Turn Summary:
    * Tooth & Hookah is shuffled and (until next box update) consists of cards: 3, 4, 7, 9
    * Reiko recharged BotQ B
    * One henchman displayed
    * Checks to acquire at Tooth & Hookah get +1d6 (from displayed henchman)
    * One boon displayed

    Ezren wrote:

    Hand: Magical Mansion, Life Drain, Sphere of Fire, Chain Lightning, Spellbook, Ring of Protection (Core), Blessing of the Elements (Sunburst Market),

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Tooth & Hookah
    Hero Points: 1
    Paizo merch reroll: available
    NOTES:
    Available Support: Magical Mansion - healing

    Blessing of the Elements

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Marionette, Unwrapped Harmony (Loot), Ice and Fire, Volcanic Storm (Core), Create Mindscape, Arcane Robes
    Recharged: Remove Curse, Deathgrip (Loot), Locate Object, Fire Snake, Bound Imp,
    Discard Pile: Acadamae Student, Azaz Arafe and Zazu,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Cha +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    {list proficiencies here}
    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

    Advance the hour: Blessing of the ancient

    Explore. Encounter Behroud al-Ibrah.
    Use scenario power and reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory), Cockroach Coat (Clothing) for +6 (highest level is 2), reveal Bloodbound Hat to add 2 to non-combat Diplomacy
    Diplomacy 12: 1d10 + 5 + 6 + 2 ⇒ (4) + 5 + 6 + 2 = 17 Automatically defeated, then displayed next to the scenario.
    After acting: ally and blessing shuffled in the location.

    With a smile and showing off his bling, Aric manages to easily impress Behroud al-Ibrah.

    Discard Eando Kline to explore, use Aric power to recharge him instead.
    random card from shuffled location, 6 is random new ally, 7 is random new blessing: 1 + 1d6 ⇒ 1 + (3) = 4 Pard
    Difficulty increase: 1d6 + 5 ⇒ (6) + 5 = 11
    Favorable Reception add d6 to acquire, use scenario power and reveal Bloodbound Hat (clothing), Hand of the Honest Man (Accessory), Mask of the Red Raven (Accessory), Cockroach Coat (Clothing) for +6 (highest level is 2), recharge Hand of the Honest Man to add a die
    Diplomacy 10+11=21: 2d10 + 5 + 1d6 + 6 ⇒ (1, 1) + 5 + (1) + 6 = 14
    Hero point to reroll that! going from 5 to 4
    Diplomacy 10+11=21: 2d10 + 5 + 1d6 + 6 ⇒ (5, 8) + 5 + (4) + 6 = 28 Acquired!
    Use scenario power and display Dandy Brute next to the scenario
    Use Aric power to examine next card after acquiring a card:
    random card from shuffled location, card 2, 3, 5, random new ally, random new blessing: 1d5 ⇒ 4 random new ally is Nefti the Bard

    At first it seems difficult to Aric but he manages to befriend a dog.

    Discard Pard to examine top card of Golden Lake: Curse of Teeth and Fleas. Examined so banished!
    Use power to recharge Pard instead of discarding him.

    The dog, sent by Aric toward Reiko location, manages to dispel a curse.

    I’m not sure Pard is a dog.

    End of turn:
    - reset hand,drawing 3.

    Aric at Pleasure Barge wrote:

    Aric Hand Size 6: Mask of the Red Raven (Item), Bloodbound Hat (Item), Cockroach Coat (Item), Blessing of Bastet (Blessing), Blessing of the Midnight Lord (Blessing), Blessing of Maat (Blessing)

    Displayed: Blessing of Asmodeus[/b], Fire Gecko, Blessing of the Elements, Psychic Detective, Dandy Brute
    Deck: [b]13
    Discard: 0 Buried: 1
    Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
    Kit: Captain’s Cutlass (Weapon), Tooled Crocodile Skin (Armor)
    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


    Hero Points:4

    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 6 > Weapon 6 > Item 6

    Ancient Times

    Free Explore
    Shuffle explore Tooth and Hookah 3, 4, 7, 9: 1d4 ⇒ 2
    Encounter and Display Lightning Storm next to Tooth and Hookah

    Discard Cleric of Nethys to Examine two cards, reorder then Explore
    Shuffle Examine 3,7,9: 1d3 ⇒ 2
    Tooth and Hookah Card 7: Poison Spiked Pit Trap
    Shuffle Examine 3,9: 1d2 ⇒ 1
    Tooth and Hookah Card 3: Ikar Raham
    Put Ikar Raham on top and encounter. Recharge Shadowless Sword to put Wayfinder on top. Recharge Psychic Detective. Reveal Psychic Detective
    Survival 12: 1d8 + 4 + 1d6 + 1d6 + 1 ⇒ (3) + 4 + (3) + (5) + 1 = 16
    AYA: Random Item and Spell shuffled into the Tooth and Hookah
    Ikar Raham displayed next to the scenario

    Mavaro wrote:

    Hand: Flawless Monocle, The Missing Eye, Harrow Deck, Wayfinder, Cockroach Coat, Mistform (Core),

    On Top: Blessing of Abadar

    On Reiko's turn, bury Harrow deck to examine Golden Lake:

    Golden Lake Card 2: Ubashki Swarm - Trigger: Recharge Flawless Monocle to avoid trigger.
    Golden Lake Card 3: Clawhand Shield
    Golden Lake Card 4: Ecclezio Uticus
    Arranging 3,4,2

    With the wizard at the Tooth, making himself known, Mavaro and his trusty Cleric are able to get to the business at hand. Storm's bluster outside threatening to all who might dare leave. Mavaro notices businessman, Ikar Raham, spiking drinks with poison. That's one drink Mavaro will avoid.
    Ye might want to choose your friends better, Ikar. Your survival depends upon it I think. And stay out of the drink mixing business. I can see the need to diversify your portfolio is strong, but this isn't going to get you anywhere. Cornered and ashamed, Ikar cooperates.

    Satisfied with the evenings proceedings, Mavaro "invites" Ikar into a Harrow Deck reading...specifically about the entrepreneur Ecclezio Uticus.

    Tooth Hookah:
    3, Henchman Displayed next to scenario
    4, Lightning Storm displayed next to location
    7, Known
    Spell and Item shuffled in. (and 9, Meehr Zet is still in there)
    Golden Lake:
    2-4 Examined and reorder 3,4,2. Henchman is 4.


    During This Adventure: The scourge die is 1d6+1.
    When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: After building the location decks, shuffle the henchman Favorable Reception (proxy with Fire Spirits) into each.
    The difficulty to acquire boons is increased by the number of characters plus 1d6.
    When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    To win the scenario, 4 henchmen and a number of boons equal to twice the number of characters must be displayed next to the scenario.

    Henchmen Displayed: 2/4
    Boons Displayed: 9/10

    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:

    Behroud al-Ibrah (Henchman)
    Spoiler:
    Behroud al-Ibrah
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Divine Diplomacy 12
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
    After you act, shuffle an ally and blessing from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ecclezio Uticus (Henchman)

    Spoiler:
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.

    Ikar Raham (Henchman)

    Spoiler:
    Ikar Raham
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Arcane Survival 12
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.
    After you act, shuffle an item and spell from the box into your location deck.
    If defeated, display this card next to the scenario.

    Metasee (Henchman)

    Spoiler:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.

    Favorable Reception (Henchman)

    Spoiler:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury 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.

    Silver Chain Smuggler (Summon)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Defensive Stance:

    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.
    Acquired Cards:

    Aunty (Ally 0)

    Spoiler:
    Aunty
    MM 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.

    Azaz Arafe and Zazu (Ally 1)

    Spoiler:
    Azaz Arafe and Zazu
    MM 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.

    Black Kiss (Ally 1)

    Spoiler:
    Black Kiss
    MM 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.

    Blessing of Khepri (Blessing 0)

    Spoiler:
    Blessing of Khepri
    MM Blessing P
    Traits: Divine Healing Khepri
    To Acquire: Craft 7 OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

    Blessing of the Elements (Blessing 0)

    Spoiler:
    Blessing of the Elements
    MM 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.

    Chain Lightning (Spell 3)

    Spoiler:
    Chain Lightning
    MM Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Fire Gecko (Ally 0)

    Spoiler:
    Fire Gecko
    MM Ally C
    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.

    Frost Staff (Item 0)

    Spoiler:
    Frost Staff
    MM 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.

    Mahga Threefingers (Ally 0)

    Spoiler:
    Mahga Threefingers
    MM 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.

    Pard (Ally 0)

    Spoiler:
    Pard
    MM Ally B
    Traits: Animal
    To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Returning Throwing Axe +1 (Weapon 1)

    Spoiler:
    Returning Throwing Axe +1
    MM 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.

    1x Weapon 1
    1x Spell 3
    1x Item 0
    2x Ally 1
    4x Ally 0
    2x Blessing 0

    Random Monsters:

    Monster 1
    Spoiler:
    Vanth
    MM Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Monster 2

    Spoiler:
    Desert Trapper
    MM Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Monster 3

    Spoiler:
    Scarab Swarm
    MM 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.

    Monster 4

    Spoiler:
    Quicksand Bunyip
    MM 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.

    Monster 5

    Spoiler:
    Bonecrusher Hunter
    MM 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:
    Inevitable Trap
    MM 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.

    Barrier 2

    Spoiler:
    Insanity Mist
    MM 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.

    Barrier 3

    Spoiler:
    Toxic Geyser
    MM 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 4

    Spoiler:
    Ambush
    MM Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 5

    Spoiler:
    Symbol of Fear
    MM 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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Dagger of Doubling
    MM 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.

    Weapon 2

    Spoiler:
    Disrupting Rapier +1
    MM Weapon 3
    Traits: Sword Melee Piercing Finesse Swashbuckling Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3

    Spoiler:
    Greatclub +1
    MM 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.

    Weapon 4

    Spoiler:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 5

    Spoiler:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Random Spells:

    Spell 1
    Spoiler:
    Elemental Mastery
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Find Traps
    MM 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 3

    Spoiler:
    Sands of Time
    MM 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:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Mistform
    MM 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.

    Random Armor:

    Armor 1
    Spoiler:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 2

    Spoiler:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 3

    Spoiler:
    Mistmail
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 4

    Spoiler:
    Alchemist's Shield
    MM Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Armor 5

    Spoiler:
    Scarab Buckler
    MM Loot B
    Type: Armor
    Traits: Shield Alchemical Healing
    To Acquire: None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

    Random Items:

    Item 1
    Spoiler:
    Ring of the Grasping Grave
    MM 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 2

    Spoiler:
    Game of Afterlife
    MM Loot B
    Type: Item
    Traits: Object Gambling
    To Acquire: None
    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.

    Item 3

    Spoiler:
    Frost Staff
    MM 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 4

    Spoiler:
    Ring of the Godless
    MM 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.

    Item 5

    Spoiler:
    Brilliance of Ra
    MM 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.

    Random Allies:

    Ally 1
    Spoiler:
    Reta Bigbad
    MM Ally P
    Traits: Goblin Fighter Veteran
    To Acquire: Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Ally 2

    Spoiler:
    Fire Gecko
    MM 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 3

    Spoiler:
    Marianix Karn
    MM Ally B
    Traits: Human Aspis Sage
    To Acquire: Charisma Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Ally 4

    Spoiler:
    Mad Dog Marrn
    MM 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:
    Sebti the Crocodile
    MM Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of the Elements
    MM 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 Horus
    MM 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 Abadar
    MM 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 4

    Spoiler:
    Blessing of Isis
    MM 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
    MM 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: 8 Reiko/zeroth_hour

    Hour: Blessing of Maat:
    Blessing of Maat
    MM 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.

    Cards Remaining in Hourglass: 22

    Hourglass:

    Turn 9 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 10 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM 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 11 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM 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 12 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 13 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM 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.

    Turn 14 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 15 Ezren/Abraham Z.

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    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.

    Turn 16 Aric/勝20100

    Spoiler:
    Blessing of Abadar
    MM 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.

    Turn 17 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Wadjet
    MM 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.

    Turn 18 Reiko/zeroth_hour

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 19 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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 20 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 21 Aric/勝20100

    Spoiler:
    Blessing of Pharasma
    MM 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.

    Turn 22 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Ra
    MM 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.

    Turn 23 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Elements
    MM 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 24 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM 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.

    Turn 25 Ezren/Abraham Z.

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 26 Aric/勝20100

    Spoiler:
    The Exchange's Favor
    Favor 3
    When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
    While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

    Turn 27 Mavaro/Nathan Davis

    Spoiler:
    Blessing of Nethys
    MM 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.

    Turn 28 Reiko/zeroth_hour

    Spoiler:
    Blessing of Maat
    MM 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.

    Turn 29 Seoni/EmpTyger

    Spoiler:
    Blessing of the Elements
    MM 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 30 Ezren/Abraham Z.

    Spoiler:
    Blessing of Abadar
    MM 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.

    Glass Pavilion
    At This Location (Open): At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    At This Location (Closed): At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Seoni/EmpTyger

    Glass Pavilion Card 1 (Blessing of Bastet):
    Blessing of Bastet
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 2:
    Metasee
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 3:
    Coffer Corpse
    MM 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.
    Glass Pavilion Card 4:
    Corrosion
    MM Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 5:
    Rukh
    MM 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.
    Glass Pavilion Card 6:
    Stone Skin
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Glass Pavilion Card 7:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    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: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Reiko/zeroth_hour

    Golden Lake Card 1 (Clawhand Shield):
    Clawhand Shield
    MM 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.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 2 (Ecclezio Uticus):
    Ecclezio Uticus
    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Disable Stealth 12
    You may bury any number of boons; for each card buried, add 1d4 to your check.
    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 3 (Ubashki Swarm):
    Ubashki Swarm
    MM 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.
    Golden Lake Card 4:
    Speak with Dead
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 5:
    Blessing of the Ancients
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 6:
    Hungry Fog
    MM 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.
    Golden Lake Card 7:
    Rukh
    MM 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.
    Golden Lake Card 8:
    Staff of Revelations
    MM Item 3
    Traits: Staff Magic Arcane
    To Acquire: Intelligence Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
    At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Golden Lake Card 9:
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Pleasure Barge
    At This Location (Open): If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100, Favorable Reception

    Favorable Reception (Displayed):
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Pleasure Barge Card 1 (Nefti the Bard):
    Nefti the Bard
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 2:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 3:
    Feather of Maat
    MM Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 4:
    Blessing of the Ancients
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Pleasure Barge Card 5:
    Ubashki
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.

    Tooth and Hookah
    At This Location (Open): If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Mavaro/Nathan Davis, Favorable Reception, Lightning Storm
    Notes: Meehr Zet (Ally 0), Poison Spiked Pit Trap (Barrier 1)

    Favorable Reception (Displayed):
    Favorable Reception
    None Henchman 3
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Charisma Diplomacy Acrobatics 6
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
    If undefeated, bury a card.
    Lightning Storm (Displayed):
    Lightning Storm
    MM 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.
    Tooth and Hookah Card 1:
    Lottery Urn
    MM Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Tooth and Hookah Card 2:
    Poison Spiked Pit Trap
    MM 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.
    Tooth and Hookah Card 3:
    Mummify Self
    MM 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.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.
    Tooth and Hookah Card 4:
    Meehr Zet
    MM Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
    Adventure: If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario: The difficulty to acquire boons is increased by the number of characters plus 1d6.
    Scenario: When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    Location: If you fail to acquire an ally, shuffle that card back into this location.
    Favorable Reception: While displayed, characters at this location add 1d6 to checks to acquire.


    deck handler

    Off turn: recharge BotQ B

    Hour: Maat

    Explore: Clawhand Shield

    difficulty increase: 1d6 + 5 ⇒ (5) + 5 = 10

    Oh come on. Since we have 9 boons displayed I'm going to not get this.

    Discard Gozreh to explore. Recharge Old Salt + use power with DCS for Ecclezio

    Disable 12: 1d10 + 5 + 1d8 + 1 + 3 ⇒ (3) + 5 + (3) + 1 + 3 = 15

    Defeated. Choose Weapon

    Summary: Banished Golden Lake 1. Henchman defeated and displayed.

    "

    Reiko wrote:

    Hand: Materialize, Kusarigama, Silver Balladeer, Blessing of Abadar, Blessing of the Elements,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 1
    Mat Reroll: used
    NOTES:
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crown of Charisma, Sage, Boots of Elvenkind, Defending Sansetsukon +1, Majordomo, Sacred Candle#Core, Headband of Alluring Charisma, Shozoku of the Night Wind
    Recharged: Blessing of the Quartermaster A, Sun Falcon Pectoral, Blessing of the Quartermaster B, Old Salt, Double Chicken Saber +1,
    Discard Pile: Blessing of Gozreh,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☑ +1 ☐ +2 ☐ +3

    Favored Card: Weapon or Poison card
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons, Poison
    POWERS:
    If you are the only local character, you may reveal a Poison card 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).
    When you encounter a card, you may evade it. ([ ] Then you may either examine the top card of your location or move.) ( Then you may shuffle your location.)
    [ ] On your check that invokes the Finesse or Poison trait, gain the skill Melee: Dexterity +3.
    [ ] When you defeat a closing henchman, you may examine your location before choosing whether to do so ( and add 4 to your check to do so).
    [X] You may treat your powers and favored card type as if the word ""Poison"" were ""Arcane."" ( Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
     When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.

    "


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Blessing 9: Ancients o'clock
    Glass Pavilion: Examining Glass Pavilion 1: Blessing of Bastet.
    Banishing Wand of Detect Magic to recovery to examine and encounter Glass Pavilion 1: Blessing of Bastet

    Blessing of Bastet:
    MM 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.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (5) = 10
    Revealing Chronicler by revealing Book, revealing Spellbook
    Knowledge 6+10=16: 1d8 + 2 + 1d4 + 1d6 ⇒ (2) + 2 + (1) + (2) = 7
    Blessing of Bastet is banished.
    Moving to Pleasure Barge

    The priest of Bastet didn't seem as impressed as his colleagues. "Glassmaking is a skill of expertise. You cannot merely wave a wand and replace years of practice." Seoni realized it wasn't worth arguing over.

    Moving to Pleasure Barge.
    Exploring Pleasure Barge 1: Nefti the Bard

    Nefti the Bard:
    MM 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.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (5) = 10
    Revealing Chronicler by revealing Book, revealing Binder's Tome, favorable reception
    Diplomacy 8+10=18: 1d12 + 4 + 1d6 + 1d4 + 1d6 ⇒ (5) + 4 + (5) + (2) + (2) = 18
    Nefti the Bard is acquired. Displaying discarded Blessing of Pharasma

    Seoni rejoined Aric on the pleasure barge, where the attendees were much more to Seoni's taste. "Sing us a tale, Nefti!" The other partygoers took up Seoni's cry. "Sing, sing, sing!"
    "Well, how can I resist such a wonderful audience!" The bard began a haunting recitation from "The Bones Lands in a Spiral" that held the audience captivated.

    Discarding Nefti the Bard to explore Pleasure Barge 2: Augury

    Augury:
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (1) = 6
    Revealing Binder's Tome, favorable reception, magic
    Arcane 6+6=12: 1d12 + 5 + 4 + 1d4 + 1d6 ⇒ (4) + 5 + 4 + (3) + (2) = 18
    Banishing Augury to summon Random Spell 1: Elemental Mastery

    Elemental Mastery:
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (6) = 11
    Revealing Binder's Tome, favorable reception, magic
    Arcane 11+11=22: 1d12 + 5 + 4 + 1d4 + 1d6 ⇒ (9) + 5 + 4 + (2) + (1) = 21
    Aric recharges Blessing of Bastet to reroll d6
    Arcane 22: 20 + 1d6 ⇒ 20 + (6) = 26
    Elemental Mastery is acquired

    Nefti concluded his ballad. One of the partygoers, another cleric of Bastet, asked, "Did all those prophecies come true?" Seoni smiled. "Augury of the elements is a simple matter for any mage, Pharasman or otherwise. True mastery lies in controlling these elements." The skeptic seemed unconvinced, but Aric gave an easy laugh and draped his arm around their shoulders. "If anyone's a master, it's our Seoni here!"

    Discarding Chronicler to explore Pleasure Barge 3: Feather of Maat

    Feather of Maat:
    MM Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Difficulty increase: 5 + 1d6 ⇒ 5 + (3) = 8
    Revealing Spellbook, favorable reception, magic
    Knowledge 5+8=13: 1d8 + 2 + 4 + 1d4 + 1d6 ⇒ (5) + 2 + 4 + (3) + (4) = 18
    Feather of Maat is acquired

    With the mission almost over, Seoni reclined into a barge chair, relaxing. She was content to merely listen as another chronicle began to be recited, enjoying the gentle breeze created by servants bearing giant feathers.

    Ending turn. Recovery: Revealing Binder's Tome
    Arcane 6: 1d12 + 5 + 1d4 ⇒ (5) + 5 + (3) = 13
    Wand of Detect Magic is recharged. Resetting hand

    Seoni wrote:

    Hand: Life Drain, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Feather of Maat, Spellbook, Elemental Mastery (banish to recovery for +1d10 to defeat local Acid/Cold/Electricity/Fire/Poison/Elemental monster or to triplebless to acquire local Acid/Cold/Electricity/Fire/Poison/Elemental ally), Blessing of Pharasma 1 (discard to bless/double bless if spell is cast),

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Blessing of Pharasma; Binder's Tome; Elemental Mastery

    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 [X] +3 [] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) ([] +3) ([] +4) 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.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Hero points: 0

    Summary:
    Glass Pavilion 1 is banished.
    Pleasure Barge 1, 3 is acquired.
    Pleasure Barge 2 is banished.
    Random Spell 1 (Elemental Mastery) is acquired.
    Aric recharges Blessing of Bastet.
    Seoni's Blessing of Pharasma is displayed for the scenario.
    Seoni is at Pleasure Barge.


    Human Wizard | Ezren's Deck //

    It is the hour of the Ancients.

    Start of Turn:
    tooth & hookah Lightning Storm: 1d4 ⇒ 1
    Freely reveal Ring of Protection to reduce by 1 to 0.

    Move: Glass Pavilion

    Free explore

    Glass Pavilion 2 (top card) is Metasee:

    None Henchman 3
    Type: Barrier
    Traits: Cache Aritocrat
    To Defeat: Melee Ranged Fortitude 12
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
    After you act, shuffle an armor and weapon from the box into your location deck.
    If defeated, display this card next to the scenario.
    Scenario: On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.

    Autofail. But no damage since it is a barrier. Shuffle back in.
    AA shuffle random armor 1 (Bone Lamellar) into the location as Glass Pavilion 8 and random weapon 1 (Dagger of Doubling) as Glass Pavilion 9.

    Discard Blessing of the Elements to explore: 1d8 + 1 ⇒ (2) + 1 = 3

    Coffer Corpse:

    MM 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.

    Display Sphere of Fire
    Combat 8: 1d12 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14
    Send Sphere of Fire to Recovery
    Combat 10: 1d12 + 5 + 2d6 ⇒ (5) + 5 + (3, 2) = 15 Banished

    End turn

    Recovery Phase:
    Recharge Sphere of Fire, revealing spellbook, Arcane 9: 1d12 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10

    Reset Hand

    Turn Summary:
    * Glass Pavilion has been shuffled (and until update consists of 2, 4-9).
    * Glass Pavilion 1 & 3 are gone
    * Glass Pavilion 8 is Bone Lamellar
    * Glass Pavilion 9 is Dagger of Doubling

    Ezren wrote:

    Hand: Magical Mansion, Life Drain, Chain Lightning, Arcane Robes, Spellbook, Ring of Protection (Core), Unwrapped Harmony (Loot),

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Glass Pavilion
    Hero Points: 1
    Paizo merch reroll: available
    NOTES:
    Available Support: Magical Mansion - healing

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Marionette, Ice and Fire, Volcanic Storm (Core), Create Mindscape
    Recharged: Remove Curse, Deathgrip (Loot), Locate Object, Fire Snake, Bound Imp, Sphere of Fire,
    Discard Pile: Acadamae Student, Azaz Arafe and Zazu, Blessing of the Elements (Sunburst Market),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Cha +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7
    Proficiencies:
    {list proficiencies here}
    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.
  • When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. [Adventure Reward applied to Ezren]

  • Male Human Vigilante Deck Handler

    Out of turn: recharged Blessing of Bastet for Seoni

    Advance the hour: Blessing of the Ancients.
    Change to Red Raven. Exchange mask of the red raven for captain’s cutlass

    Move to Glass Pavilion
    Use Red Raven power to examine next location card: Shuffled location, cards in 2, 4-9: 1d7 ⇒ 2 Card 4, a spell Corrosion. Change back to Aric, and exchange back the cutlass for the mask.

    I’m trying to find our missing henchman, I hope our spellcaster do not mind me probably banishing this card.
    Explore and encounter the spell.
    Acquire increase: 1d6 + 5 ⇒ (2) + 5 = 7
    use scenario power and reveal Bloodbound Hat (clothing), Mask of the Red Raven (Accessory), Cockroach Coat (Clothing) for +4 (highest level is 1)
    Intelligence 7+7=14: 1d8 + 1 + 4 ⇒ (1) + 1 + 4 = 6 Too much of a bad roll for blessing of maat, so banished

    Aric is looking at a scroll but doesn’t make sense of it, and someone speaks to him and when he looks back the scroll is nowhere to be found.

    Discard Blessing of the Midnight Lord to explore.
    Shuffled location, cards in 2, 5-9: 1d6 ⇒ 6 Dagger of Doubling
    Acquire increase: 1d6 + 5 ⇒ (1) + 5 = 6
    use scenario power and reveal Bloodbound Hat (clothing), Mask of the Red Raven (Accessory), Cockroach Coat (Clothing) for +4 (highest level is 1)
    Dexterity 10+6=16: 1d4 + 4 ⇒ (1) + 4 = 5 autofail

    Aric then sees a nice dagger, but everyone knows how clumsy he is, so he does not pick it up.

    End turn, reset hand drawing 2.

    Aric at Glass Pavilion wrote:

    Aric Hand Size 6: Mask of the Red Raven (Item), Bloodbound Hat (Item), Cockroach Coat (Item), Blessing of Maat (Blessing), Shy Ratani (Ally), Menacing Backsword +1 (Weapon)

    Deck: 12 Discard: 1 Buried: 1
    Notes: You can use my cards if needed (including the blessings), rule text is in deck handler, deck detail tab.
    Kit: Captain’s Cutlass (Weapon), Tooled Crocodile Skin (Armor)
    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


    Hero Points:4

    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 6 > Weapon 6 > Item 6

    On Aric's turn, Recharge Wayfinder to move to Glass Pavilion. Shuffle Examine
    Shuffle Examine 2, 5-8: 1d4 ⇒ 4
    Shuffle Examine 2, 5-7: 1d3 ⇒ 1
    Glass Pavilion Card 8 (from Random): Bone Lamellar
    Glass Pavilion Card 2: Metasee

    Hour of Maat
    Start of turn, re-examine Bone Lamellar

    Free Explore and Encounter Bone Lamellar
    Scenario adds to difficulty: 1d6 + 5 ⇒ (2) + 5 = 7
    Reveal Cockroach Coat
    Intelligence 8+7: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12 Banished

    Mavaro took shelter from the storm in the Glass Pavilion. Once inside Metasee tried to bribe Mavaro with a shoddy piece of lamellar. This distracted Mavaro to the point of forgetting why he was there to begin with.

    Mavaro wrote:

    Hand: Blessing of Abadar, The Missing Eye, Planchette, Shadowless Sword, Cockroach Coat, Mistform (Core),

    On Top:
    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: Blessing Available
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [ ] +1 [ ] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Dexterity 1d8 + 4
    Disable 1d8 + 4
    Divine 1d8 + 4

    Hero Points: 1
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 [ ]7 [ ]8 [ ]9
    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. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Banished Glass Pavilion Card 8 (from Random): Bone Lamellar
    Metasee is on top of Glass Pavilion.


    deck handler

    Let's end this.

    Move to Glass Pavilion and encounter Metasee. Bury Kusarigama + use Blessing of Abadar.

    Ranged 12: 3d10 + 1d8 + 4 ⇒ (6, 5, 5) + (8) + 4 = 28 Defeated and displayed.

    We Win!

    Rank amateur, Reiko muttered as the contest came to a close. Metasee's martial abilities were decent - if we were talking about the average patron. But they weren't dealing with the average.


    Development
    By the time the event concludes and the last guests trickle out, you’re socially and emotionally drained. However, you’re also triumphant! Raham now understands the damage al-Jakri’s latest exploits could inflict on his business’s reputation, and he agrees not only to break all ties with her but also to support you in seeking her arrest. Metasee is stubborn, yet she quickly severs her ties once she learns of Tautrak’s damning records of her sales. Uticus remains indifferent, though he agrees not to consort with al-Jakri until this whole situation gets sorted out; for now, she is too great a liability. Al-Ibrah is the most difficult to convince, but in the end he admits that any fond memories he has of his friend do not excuse her recent crimes. He even provides her current whereabouts in Katheer, where she is lying low while plotting her next move.

    You have everything you need. Muhlia al-Jakri has nowhere left to run, no allies to support her, and you have enough evidence to make sure she never sees the sun again. It is time to end this.

    Reward
    Each character gains a Hero Point.

    For the rest of the Adventure Path, when you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.

    Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario. Use the spoilers below for this purpose.

    Random Weapons:

    Weapon 1
    Spoiler:
    Frost Sling +1
    MM 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 2

    Spoiler:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 3

    Spoiler:
    Shocking Scimitar +2
    MM 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 4

    Spoiler:
    Sistrum of Bastet
    MM 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.

    Weapon 5

    Spoiler:
    Dagger of Doubling
    MM 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:
    Flames of the Faithful
    MM Spell 1
    Traits: Magic Divine Fire Veteran
    To Acquire: Wisdom Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spell 2

    Spoiler:
    Detonate
    MM Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Chain Lightning
    MM Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 4

    Spoiler:
    Elemental Mastery
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Mistform
    MM 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.

    Random Armor:

    Armor 1
    Spoiler:
    Canopic Wrap
    MM 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 2

    Spoiler:
    Burglar's Buckler
    MM 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.

    Armor 3

    Spoiler:
    Reed Snake Armor
    MM Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

    Spoiler:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 5

    Spoiler:
    Alchemist's Suit
    MM 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.

    Random Items:

    Item 1
    Spoiler:
    Anubis Staff
    MM Item 1
    Traits: Staff Attack Magic Arcane Divine Anubis
    To Acquire: Arcane Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.

    Item 2

    Spoiler:
    Magic Carpet
    MM 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.

    Item 3

    Spoiler:
    Helpful Haversack
    MM Item 1
    Traits: Accessory Magic
    To Acquire: Dexterity Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Item 4

    Spoiler:
    Staff of Minor Healing
    MM Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Item 5

    Spoiler:
    Djinn Favor Amulet
    MM 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.

    Random Allies:

    Ally 1
    Spoiler:
    Idorii
    MM Ally 1
    Traits: Half-Elf Fighter
    To Acquire: Melee Charisma Diplomacy 9
    If you fail to acquire this card, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

    Ally 2

    Spoiler:
    Ptemenib
    MM Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine 8
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Ally 3

    Spoiler:
    Bal Themm
    MM 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.

    Ally 4

    Spoiler:
    Commander Abdallah
    MM Ally 3
    Traits: Human Fighter
    To Acquire: Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Ally 5

    Spoiler:
    Stone Weasel
    MM Ally B
    Traits: Animal Elemental
    To Acquire: Wisdom Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Pharasma
    MM Blessing C
    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.

    Blessing 2

    Spoiler:
    Blessing of the Elements
    MM 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
    MM Blessing C
    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 the Elements
    MM 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 5

    Spoiler:
    Blessing of the Ancients
    MM 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.

    Boon
    In the Discussion thread, roll 1d20 for a chance to win the following boon. A natural 20 wins.

    ☐ ☐ ☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

    Acquired Cards
    This does not include any cards selected for the reward.

    Aunty (Ally 0)
    Azaz Arafe and Zazu (Ally 1)
    Black Kiss (Ally 1)
    Blessing of Khepri (Blessing 0)
    Blessing of the Elements (Blessing 0)
    Chain Lightning (Spell 3)
    Elemental Mastery (Spell 3)
    Feather of Maat (Item 0)
    Fire Gecko (Ally 0)
    Frost Staff (Item 0)
    Nefti the Bard (Ally 0)
    Mahga Threefingers (Ally 0)
    Pard (Ally 0)
    Returning Throwing Axe +1 (Weapon 1)

    1x Weapon 1
    2x Spell 3
    2x Item 0
    2x Ally 1
    5x Ally 0
    2x Blessing 0


    4-3D: A Few Good Punches

    Pasha Muhlia al-Jakri has consolidated the last of her available resources in a compound near the harbor, having dedicated a large sum to securing mercenaries to protect her equipment. Your new allies Tallah al-Hamar and Behroud al-Ibrah have used their influence to minimize her ability to acquire personnel and gear, but it is still going to be difficult to get to her. Your contact Sahmia has alerted the authorities and the local Pathfinder lodge, supplying each with the evidence you’ve collected. As a result, the city guard is now surrounding the compound to prevent her escape and to arrest everyone inside. Several fellow Pathfinders have also arrived to assist, muttering that al-Jakri has a lot to answer for. You make it clear to everyone that she is to be brought in alive—not only to face justice, but also to learn what other catastrophes she may have set in motion.

    The compound’s high wall blocks your view of just about everything except a few buildings and the hired guards who nervously patrol its top. No doubt there are at least as many more guards out of sight, and knowing al-Jakri, she has probably even smuggled in one or more ferocious beasts to keep watch. The disgraced pasha could be inside any of those buildings, so you will need to move swiftly to search them before she makes a break for any escape route you haven’t spotted.

    A roar echoes from the compound as if daring anyone to approach. Now that you’ve changed out of your formal evening wear, you’re more than ready to oblige.


    During This Adventure: The scourge die is 1d6+1.
    When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    During This Scenario: When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
    When a henchman is undefeated, discard the top card of the blessings deck.

    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:

    Muhlia al-Jakri (Villain)
    Spoiler:
    Muhlia al-Jakri
    None Villain 3
    Type: Monster
    Traits: Assassin Human Trigger
    To Defeat: Combat 16
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
    The difficulty to defeat is increased by the number of characters at other locations.
    On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
    If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

    Akitar (Closing 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.

    Lamia Sisters (Closing Henchman)

    Spoiler:
    Lamia Sisters
    MM Henchman 3
    Type: Monster
    Traits: Trigger Lamia
    To Defeat: Combat 14 THEN Combat 16
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Silver Chain Smuggler (Closing Henchman)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgotten Pharaoh Cultists (Closing Henchman)

    Spoiler:
    Forgotten Pharaoh Cultists
    MM Henchman B
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
    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.

    Silver Chain Smuggler (Summon)

    Spoiler:
    Silver Chain Smuggler
    MM Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Defensive Stance:

    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.

    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: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1

    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: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1

    Vizier's Hill
    At This Location (Open): If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1

    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: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1

    Shifting Dunes
    At This Location (Open): At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1

    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: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1

    Hot Springs
    At This Location (Open): When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    As noted in discussions, Zelhara will hitting the Ghoul Market


    Human Wizard | Ezren's Deck //

    As usual, Ezren will trade his useless weapon for Blessing of the Elements at the Sunburst Market. He'll also continue to take the Deathgrip and Unwrapped Harmony loot cards, trading the usual cards out for them.

    Ezren will start at Towering Obelisk.

    Ezren wrote:

    Hand: Deathgrip (Loot), Fire Snake, Chain Lightning, Locate Object, Create Mindscape, Remove Curse, Arcane Robes,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Towering Obelisk
    Hero Points: 1
    Paizo merch reroll: available
    NOTES:
    Available Support:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice and Fire, Unwrapped Harmony (Loot), Volcanic Storm (Core), Life Drain, Acadamae Student, Ring of Protection (Core), Blessing of the Elements (Sunburst Market), Marionette, Bound Imp, Magical Mansion, Spellbook
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Cha +1

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    {list proficiencies here}
    POWERS: (Role: Transmogrifier)

  • 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) ([ ]4) to it.
  • [ ] When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
  • [ ] When (☐ you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (☐ and non-Elite) boon of that type from the box.
  • [X] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
  • When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. [Adventure Reward applied to Ezren]
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