[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.


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Auction House
Visiting: Aric
Trade Cost: 2 boons

Sedja:
Sedja
MM Ally 3
Traits: Animal
To Acquire: Charisma Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Reed Moccasin:
Reed Moccasin
MM Ally 3
Traits: Animal Elemental Acid Poison
To Acquire: Wisdom Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Falsin Deek
Visiting: Mavaro, Reiko
Trade Cost: 1 boon

Hand of the Guilty Man:
Hand of the Guilty Man
MM Item 2
Traits: Accessory Magic Mummy
To Acquire: Wisdom Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
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.
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.

Sunburst Market
Visiting: Ezren, Seoni
Trade Cost: 1 boon


Male Human Vigilante Deck Handler

Aric will pass on traders and heads toward the Stonework Passages.

Aric at Stonework Passages wrote:

Aric Hand Size 7: Eando Kline (Ally), Captain’s Cutlass (Weapon), Blessing of Maat (Blessing), Sorrowsoul (Ally), Dreamstalker (Ally), Bloodbound Hat (Item), Blessing of the Midnight Lord (Blessing)

Deck: 12 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: Menacing Backsword +1 (Weapon), Hand of the Honest Man (Loot Item), Blessing of Asmodeus (Blessing)

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 ☑ 7
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 ☑ or when you defeat a monster, 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


Starting in Precious Mines
Loot: Symbol of Pain replaces Mistform
Loot: Effigy of Anubis replaces Spyglass
Trader: Glyphbane Gloves replaces Psychic Detective

Mavaro wrote:

Hand: Blessing of Maat, Harrow Deck, Mask of Stolen Mien, Shadowless Sword, Cure, Flawless Monocle,

On Top: Symbol of Pain
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Cure and 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
Wisdom 1d8 + 4
Divine 1d8 + 4
Intelligence 1d8 + 4
Arcane 1d8 + 4

Hero Points: 2
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).



Not trading from Deek. Taking SFP as loot for CoC, trading Sage for BotE at Sunburst

"

Reiko wrote:

Hand: Sun Falcon Pectoral (traded), Blessing of the Elements (traded), Shozoku of the Night Wind, Double Chicken Saber +1, Materialize,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
Mat Reroll: unused
NOTES:
Available Support: Blessings available, Materialize available
Other: I'm Reiko (not very talkative)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Splashbolt Crossbow, Boots of Elvenkind, Blessing of the Quartermaster B, Old Salt, Sacred Candle#Core, Defending Sansetsukon +1, Blessing of Gozreh, Majordomo, Blessing of Abadar, Kusarigama, Silver Balladeer, Blessing of the Quartermaster A, Wayfinder#Core, Headband of Alluring Charisma
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 Conflagration into each.
When creating the blessings deck, replace 5 blessings with Sandstorm villains.
If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

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.

Sand Thief (Closing Henchman)

Spoiler:
Sand Thief
MM Henchman 1
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Warrior Dolls (Closing Henchman)

Spoiler:
Warrior Dolls
MM Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Collapsing Hallways (Closing Henchman)

Spoiler:
Collapsing Hallways
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Conflagration (Henchman)

Spoiler:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Sandstorm (Hourglass Villain)

Spoiler:
Sandstorm
MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Summons:

Acid Pool (Summon)
Spoiler:
Acid Pool
MM Henchman B
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Aghash (Summon)

Spoiler:
Aghash
MM Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

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.

Forgotten Pharaoh Cultists (Summon)

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.

Giant Sand Eel (Summon)

Spoiler:
Giant Sand Eel
MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

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:
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 2

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 3

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

Monster 4

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 5

Spoiler:
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.

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:
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.

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

Barrier 5

Spoiler:
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:
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 2

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:
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:
Acid Splash
MM Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
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 4

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 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:
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:
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 3

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 4

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 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:
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 2

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 3

Spoiler:
Burglar's Bracers
MM Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Item 4

Spoiler:
Potion of Energy Resistance
MM Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 5

Spoiler:
Burglar's Bracers
MM Item C
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Random Allies:

Ally 1
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.

Ally 2

Spoiler:
Basif Iosep
MM Ally 2
Traits: Half-Elf Shopkeeper Aspis
To Acquire: Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.

Ally 3

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.

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:
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.

Random Blessings:

Blessing 1
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 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 Thoth
MM Blessing 1
Traits: Divine Thoth Cold
To Acquire: WisdomKnowledge 10 OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of 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 5

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: 1 Mavaro/Nathan Davis

Hour: Blessing of Abadar:
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.

Cards Remaining in Hourglass: 29

Hourglass:

Turn 2 Reiko/zeroth_hour

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 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 4 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 5 Aric/勝20100

Spoiler:
Sandstorm
MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Turn 6 Mavaro/Nathan Davis

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 7 Reiko/zeroth_hour

Spoiler:
Sandstorm
MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Turn 8 Seoni/EmpTyger

Spoiler:
Sandstorm
MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Turn 9 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 10 Aric/勝20100

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 11 Mavaro/Nathan Davis

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 12 Reiko/zeroth_hour

Spoiler:
Blessing of Thoth
MM Blessing 1
Traits: Divine Thoth Cold
To Acquire: WisdomKnowledge 10 OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn 13 Seoni/EmpTyger

Spoiler:
Sandstorm
MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Turn 14 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 15 Aric/勝20100

Spoiler:
Sandstorm
MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Turn 16 Mavaro/Nathan Davis

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 17 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 18 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 19 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 20 Aric/勝20100

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 21 Mavaro/Nathan Davis

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 22 Reiko/zeroth_hour

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.

Turn 23 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 24 Ezren/Abraham Z.

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 25 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 26 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 27 Reiko/zeroth_hour

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 28 Seoni/EmpTyger

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 Ezren/Abraham Z.

Spoiler:
The Exchange's Favor
FF 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 30 Aric/勝20100

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.

Precious Mine
At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Mavaro/Nathan Davis

Precious Mine Card 1:
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.
Precious Mine Card 2:
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.
Precious Mine Card 3:
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.
Precious Mine Card 4:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Precious Mine Card 5:
Embalming Fluid
MM Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
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.
Precious Mine Card 6:
Spellbottle
MM Item 3
Traits: Object Magic Arcane Divine
To Acquire: Arcane Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Precious Mine Card 7:
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.
Precious Mine Card 8:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Precious Mine Card 9:
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.
Precious Mine Card 10:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Precious Mine Card 11:
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.

Quarry
At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Quarry Card 1:
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.
Quarry Card 2:
Burning Child
MM Monster 3
Traits: Undead Fire
To Defeat: Combat 16 OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: Add 3 to your checks that have the Bludgeoning trait.
Quarry Card 3:
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.
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.
Quarry Card 4:
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.
Quarry Card 5:
Mummified Sphinx
MM Monster 3
Traits: Undead Sphinx Mummy
To Defeat: Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: Add 3 to your checks that have the Bludgeoning trait.
Quarry Card 6:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Quarry Card 7:
Sand Thief
MM Henchman 1
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: Add 3 to your checks that have the Bludgeoning trait.
Quarry Card 8:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: Add 3 to your checks that have the Bludgeoning trait.
Quarry Card 9:
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.
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.
Quarry Card 10:
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.
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.
Quarry Card 11:
Smoked Glass Goggles
MM Item B
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
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.

Stonework Passages
At This Location (Open): Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Aric/勝20100

Stonework Passages Card 1:
Collapsing Hallways
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: Damage dealt to you is reduced by 1.
Stonework Passages Card 2:
Corridor Dart Trap
MM Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Location: Damage dealt to you is reduced by 1.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
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.
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.
Stonework Passages 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.
Stonework Passages Card 6:
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.
Stonework Passages Card 7:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location: Damage dealt to you is reduced by 1.
Stonework Passages Card 8:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: Damage dealt to you is reduced by 1.
Stonework Passages Card 9:
Corridor Dart Trap
MM Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Location: Damage dealt to you is reduced by 1.
Stonework Passages Card 10:
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.
Stonework Passages Card 11:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: Damage dealt to you is reduced by 1.

Peasant Tombs
At This Location (Open): After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Peasant Tombs Card 1:
Blessing of Ra
MM Blessing C
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 2:
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.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 3:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 4:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 5:
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.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 6:
Collapsing Hallways
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 7:
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.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 8:
Twitch Tonic
MM Item B
Traits: Liquid Alchemical
To Acquire: IntelligenceCraft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
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.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs 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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 10:
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.
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.
Location: After playing a boon that has the Fire trait, bury it.
Peasant Tombs Card 11:
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.
Location: After playing a boon that has the Fire trait, bury it.

Mausoleum
At This Location (Open): You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: Ezren/Abraham Z., Reiko/zeroth_hour, Seoni/EmpTyger

Mausoleum Card 1:
Collapsing Hallways
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Mausoleum Card 2:
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.
Mausoleum Card 3:
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.
Mausoleum 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.
Mausoleum Card 5:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Mausoleum Card 6:
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.
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.
Mausoleum Card 7:
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.
Mausoleum Card 8:
Blessing of Thoth
MM Blessing 1
Traits: Divine Thoth Cold
To Acquire: WisdomKnowledge 10 OR Divine 6
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.
Mausoleum Card 9:
Bal Themm
MM Ally 2
Traits: Human Cleric
To Acquire: Charisma Diplomacy 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.
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.
Mausoleum Card 10:
Enchanter
MM Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Mausoleum Card 11:
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.
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.

Ruined Temple
At This Location (Open): When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Ruined Temple Card 1:
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 2:
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 3:
Bloodroot Poison
MM Item 3
Traits: Liquid Poison
To Acquire: Intelligence Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 4:
Warrior Dolls
MM Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 5:
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.
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 6:
Blessing of Thoth
MM Blessing 1
Traits: Divine Thoth Cold
To Acquire: WisdomKnowledge 10 OR Divine 6
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.
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 7:
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.
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 8:
Conflagration
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 9:
Dredge
MM Ally B
Traits: Halfling Rogue Aspis
To Acquire: Charisma Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 10:
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.
Location: When you play a card that has the Divine trait, bury it.
Ruined Temple Card 11:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: When you play a card that has the Divine trait, bury it.

Catacombs
At This Location (Open): For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Catacombs Card 1:
Collapsing Hallways
None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: For your checks that have the Cold trait, add a die.
Catacombs 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.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 3:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 4:
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.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 5:
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.
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.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 6:
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.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 7:
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.
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.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 8:
Ghoul
MM Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 9:
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.
Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 10:
Conflagration
MM Henchman C
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location: For your checks that have the Cold trait, add a die.
Catacombs Card 11:
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.
Location: For your checks that have the Cold trait, add a die.


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

Hour of Abadar

Banish Harrow Deck to Recovery to Examine Ruined Temple
Ruined Temple Card 1: Detonate
Trigger Ruined Temple Card 2: Void Glyph - Recharge Flawless Monocle to ignore trigger.
Ruined Temple Card 3: Bloodroot Poison
Reorder 3-1-2

Move to Ruined Temple

Free Explore and Encounter Bloodroot Poison
Recharge and Top Deck Flawless Monocle

Intelligence 9: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10 Acquired

Recovery Harrow Deck Perception 12: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12 Nailed it and Recharged!

Feeling turned around in the tunnels, Mavaro pauses to do an abbreviated reading. A temple with dangerous treasures and writings of the void are near. He decides to take a chance and follow the cards foretelling. And discovers an infestation of bloodroot in the ruins and carefully hacks off a dose, using his monocle to make sure he's cutting in just the right places.

Mavaro wrote:

Hand: Blessing of Maat, Bloodroot Poison, Mask of Stolen Mien, Shadowless Sword, Flawless Monocle, Diviner's Blight,

On Top: Symbol of Pain
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Blessing Available in a pinch. It will get buried at my location.
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
Wisdom 1d8 + 4
Divine 1d8 + 4
Intelligence 1d8 + 4
Arcane 1d8 + 4

Hero Points: 2
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).


Ruined Temple: Acquired 3. Examined 1 and 2.


deck handler

"Out of Turn Updates: None
Turn Order: Seoni, Ezren, Aric, Mavaro Zelhara, Reiko
Turn: XX - Wadjet
SOT: None
Give Card: None
Move: Mausoleum -> Peasant Tombs (too many people)
Explore: Blessing of Ra. Nope. Recharge SFP to explore. Shocking Scimitar +2. Looks great. Can't get it reasonably though.

EOT: End Turn and Reset hand

"

Reiko wrote:

Hand: Splashbolt Crossbow, Blessing of the Elements (traded), Shozoku of the Night Wind, Double Chicken Saber +1, Materialize,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
Mat Reroll: unused
NOTES:
Available Support: Blessings available, Materialize available
Other: I'm Reiko (not very talkative)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Kusarigama, Silver Balladeer, Sacred Candle#Core, Boots of Elvenkind, Blessing of Abadar, Defending Sansetsukon +1, Headband of Alluring Charisma, Wayfinder#Core, Majordomo, Old Salt, Blessing of the Quartermaster B, Blessing of Gozreh, Blessing of the Quartermaster A
Recharged: Sun Falcon Pectoral (traded),
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: Peasant Tombs 1-2 (BoRa, Shocking Scimitar)
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"


Female Human Sorcerer/Tattooed Mystic Deck Handler

Hourglass 3: Ancients o'clock
Moving to Catacombs
Exploring Catacombs 1: Collapsing Hallways

Collapsing Hallways:
Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharging Gem of Mental Acuity to use CHA die, revealing Neferekhu
WIS 11: 3d12 ⇒ (1, 6, 12) = 19
Neferekhu: Revealing Binder's Tome
Diplomacy 8: 1d12 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9
Collapsing Hallways is banished
Closing Catacombs: Revealing Neferekhu
WIS 4+3=7: 3d6 ⇒ (6, 2, 1) = 9
Neferekhu: Revealing Binder's Tome
Diplomacy 8: 1d12 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9
Catacombs is closed. Drawing Random Animal Ally 1: Pard

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.

Seoni heard rustling below and descended into the catacombs, where she saw two men frantically trying to rig the hallway to collapse. She laughed sinisterly, glowing in gemlight. "What do you think you're doing? Your patron has abandoned you. If you persist in your misplaced loyalty, your reward will be to be trapped down here, for eternity..." she held up Neferekhu, "...with the dead." The men abandoned their trap and fled.

She saw another pair of eyes peering out from the depths of the catacomb. "That goes for anyone else who wants to remain loyal to Muhlia al-Jakri!" she called out. But she relieved when just a leopard emerged. The catacombs were indeed empty.

Discarding Pard to examine Quarry 1: Baited Jewel Box

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.

Shuffling Binder's Tome into Catacombs.
Recharging Surgeon to heal Pard

The leopard dropped a something at her feet: a quarrystone covered in strange runes. But when the sorcerer tried to look up their meaning, she discovered that she had misplaced one of her spellbooks. She stamped her foot in annoyance. "Ezren better not find out about this," she muttered. The surgeon promised not to whisper a word, which made Seoni feel a little better. But she was still frustrated.

Ending turn. Resetting hand

Seoni wrote:

Hand: Key of the Second Vault, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Fire Snake, Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Cleric of Nethys, Coordinated Blast (banish to recovery for +1d12+5 and Arcane to local defeat),

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; Neferekhu; Coordinated Blast

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: 3

Summary:
Catacombs 1 is banished.
Catacombs are closed.
Random Ally 1 (Pard) is acquired.
Seoni's Binder Tome is shuffled into closed Catacombs.
Quarry 1 is known (Baited Jewel Box).
Seoni is at Catacombs.


Human Wizard | Ezren's Deck //

It is the hour of the Ancients Hour 4

Mausoleum Location Power:You may bury a card to add 1 die to any check that invokes the Undead trait.

Free explore:

Mausoleum Card 1 is Collapsing Hallways:

None Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Pausing turn to see if Reiko wants to use Materialize to come and tackle this (I think it's an auto-success for her?). Also, if she does so, which of us attempts the location close?


deck handler

Reiko Materializes and autodefeats the Hallway.

With a swish, she appears and carries Ezren, zipping out of the Collapsing Hallways. "Gotta be careful about these things, old man."

Using DCS +1 and discarding it.

Combat 8+##=14: 1d10 + 1d8 + 1d6 + 6 ⇒ (7) + (5) + (5) + 6 = 23

She downs the Guardian of the Mausoleum, but not before he places an intricate Curse on her. Vulnerability

"

Reiko wrote:

Hand: Splashbolt Crossbow, Blessing of the Elements (traded), Shozoku of the Night Wind, Materialize,

Displayed: Curse of Vulnerability,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 1
Mat Reroll: unused
NOTES:
Available Support: Blessings available, Materialize available
Other: I'm Reiko (not very talkative)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sacred Candle#Core, Kusarigama, Old Salt, Defending Sansetsukon +1, Silver Balladeer, Boots of Elvenkind, Blessing of the Quartermaster A, Headband of Alluring Charisma, Blessing of Abadar, Wayfinder#Core, Blessing of Gozreh, Blessing of the Quartermaster B, Majordomo
Recharged: Sun Falcon Pectoral (traded),
Discard Pile: Double Chicken Saber +1,
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.

"


Human Wizard | Ezren's Deck //

After Reiko closes the Mausoleum (thanks!), Ezren has nothing left to do.

End turn

Ezren power: 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: choose 10.
Reset Hand

Ezren wrote:

Hand: Marionette, Deathgrip (Loot), Chain Lightning, Volcanic Storm (Core), Create Mindscape, Locate Object, Spellbook, Bound Imp, Unwrapped Harmony (Loot), Acadamae Scholar,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Mausoleum
Hero Points: 1
Paizo merch reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arcane Robes, Ring of Protection (Core), Fire Snake, Remove Curse, Magical Mansion, Acadamae Student, Ice and Fire, Blessing of the Elements (Sunburst Market), Life Drain
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]

  • Male Human Vigilante Deck Handler

    Advance the hour: Sandstorm.
    “each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.”
    Aric random location: 1d7 ⇒ 1 Precious Mine, card 1 is Toxic Geyser.
    Mavaro random location: 1d7 ⇒ 5 Mausoleum. Closed and empty location
    Reiko random location: 1d7 ⇒ 2 Quarry. Baited Jewel Box. Trigger
    Seoni random location: 1d7 ⇒ 4 Peasant Tombs. Card 3 is on top: Desert Trapper (monster)
    Ezren random location: 1d7 ⇒ 1 Precious Mine, card 1 is Toxic Geyser.
    - switch to Red Raven

    As the team is trying to coordinate, a sandstorm forces every one to take shelter where they can.

    Move to Peasant Tombs

    Explore and encounter examined Desert Trapper.
    Discard Captain’s Cutlass to use Melee+d6+1+d8
    Scenario: difficulty is increased by 1d6 ⇒ 1 If I had known it would be a 1, I would not have discarded the card…
    Combat 7+#+1=11: 1d10 + 5 + 1d6 + 1 + 1d8 ⇒ (3) + 5 + (6) + 1 + (2) = 17
    Defeated a monster, so switch back to Aric.

    The Red Raven managed to get some information during the sandstorm and take the opportunity to go slice the neck of one of the trapper. “One less that will plague us with their devices.

    Discard Eando Kline to explore and use Aric power to recharge the Ally with Diplomacy to acquire instead of discarding it.
    Card 4 is Conflagration.
    Use Eando Kline option to evade the card. Location is shuffled

    Then Eando Kline, scouting around, helps by indicating a vicious trap that would have started a fire.

    Recharge Dreamstalker (it would be discarded but Aric uses his power) to examine Stonework Passages card 1. Collapsing Hallways… the closing henchman. That’s unfortunate
    Switch to the Red Raven on examine and switch Blessing of Maat for Blessing of Asmodeus
    Then put the card on top of Peasant Tombs and encounter it.
    Discard Blessing of the Midnight Lord to bless
    Acrobatics 9: 2d10 + 4 ⇒ (4, 6) + 4 = 14

    And so does the dreamstalker, indicating a hazard to the Red Raven that manages to escape it.

    Defeated closing henchman so: Bury a divine card: Blessing of Asmodeus to close. No villain so every card is banished.

    End turn:
    - reset hand, drawing 2

    The Red Raven at Peasant Tombs wrote:

    The Red Raven Hand Size 4: Sorrowsoul (Ally), Bloodbound Hat (Item), Quick-change Mask (Item), Mask of the Red Raven (Item)

    Deck: 12 Discard: 2 Buried: 1
    Notes: You can use my cards if needed (including the blessings)
    Kit: Menacing Backsword +1 (Weapon), Hand of the Honest Man (Loot Item), Blessing of Maat (Blessing)

    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 ☑ or when you defeat a monster, 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 ☑ 7
    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

    Peasant Tomb is closed, no cards left.

    Stonework Passages card 1 is banished, it has no closing henchman anymore.
    Precious Mine card 1 is Toxic Geyser


    deck handler

    *sigh* shuffle the Shozoku into the 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 Conflagration into each.
    When creating the blessings deck, replace 5 blessings with Sandstorm villains.
    If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    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.

    Sand Thief (Closing Henchman)

    Spoiler:
    Sand Thief
    MM Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

    Spoiler:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Hallways (Closing Henchman)

    Spoiler:
    Collapsing Hallways
    None Henchman 3
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Conflagration (Henchman)

    Spoiler:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Sandstorm (Hourglass Villain)

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Summons:

    Acid Pool (Summon)
    Spoiler:
    Acid Pool
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Aghash (Summon)

    Spoiler:
    Aghash
    MM Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    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.

    Forgotten Pharaoh Cultists (Summon)

    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.

    Giant Sand Eel (Summon)

    Spoiler:
    Giant Sand Eel
    MM Henchman B
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle this card into a random open location and discard a card.
    If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

    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:

    Bloodroot Poison (Item 3)
    Spoiler:
    Bloodroot Poison
    MM Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Location: When you play a card that has the Divine trait, bury it.

    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.

    1x Item 3
    1x Ally 0

    Random Monsters:

    Monster 1
    Spoiler:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Monster 2

    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 3

    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 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:
    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.

    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:
    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.

    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:
    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:
    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:
    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:
    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:
    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.

    Random Spells:

    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.

    Spell 2

    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 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:
    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:
    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.

    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:
    Shield Cloak
    MM Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 3

    Spoiler:
    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 4

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

    Item 2

    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.

    Item 3

    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 4

    Spoiler:
    Burglar's Bracers
    MM Item C
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Item 5

    Spoiler:
    Scarab Sand
    MM Item 3
    Traits: Object Alchemical Mummy
    To Acquire: Intelligence Craft Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Random Allies:

    Ally 1
    Spoiler:
    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 2

    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 3

    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.

    Ally 4

    Spoiler:
    Giant Slug
    MM Ally B
    Traits: Animal Acid
    To Acquire: Wisdom Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    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 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.

    Blessing 2

    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.

    Blessing 3

    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 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 Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Wisdom Knowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 6 Mavaro/Nathan Davis

    Hour: Blessing of the Elements:
    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.

    Cards Remaining in Hourglass: 24

    Hourglass:

    Turn 7 Reiko/zeroth_hour

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Turn 8 Seoni/EmpTyger

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Turn 9 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 10 Aric/勝20100

    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 11 Mavaro/Nathan Davis

    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 12 Reiko/zeroth_hour

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 13 Seoni/EmpTyger

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Turn 14 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 15 Aric/勝20100

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Turn 16 Mavaro/Nathan Davis

    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 17 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 18 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 19 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 20 Aric/勝20100

    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 21 Mavaro/Nathan Davis

    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 22 Reiko/zeroth_hour

    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.

    Turn 23 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 24 Ezren/Abraham Z.

    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 25 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 26 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 27 Reiko/zeroth_hour

    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 28 Seoni/EmpTyger

    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 Ezren/Abraham Z.

    Spoiler:
    The Exchange's Favor
    FF 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 30 Aric/勝20100

    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.

    Precious Mine
    At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Ezren/Abraham Z.

    Precious Mine Card 1 (Toxic Geyser):
    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.
    Precious Mine Card 2:
    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.
    Precious Mine Card 3:
    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.
    Precious Mine Card 4:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Precious Mine Card 5:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    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.
    Precious Mine Card 6:
    Spellbottle
    MM Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 9:
    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.
    Precious Mine Card 10:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Precious Mine Card 11:
    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.

    Quarry
    At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Reiko/zeroth_hour
    Notes: Shozoku of the Night Wind (Henchman Proxy A2), Baited Jewel Box

    Quarry Card 1:
    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.
    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.
    Quarry Card 2:
    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.
    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.
    Quarry Card 3:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.
    Quarry Card 4:
    Smoked Glass Goggles
    MM Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    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.
    Quarry Card 5:
    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.
    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.
    Quarry Card 6:
    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.
    Quarry Card 7:
    Henchman Proxy A2
    MM Henchman 0
    Type: Proxy
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Quarry Card 8:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.
    Quarry Card 9:
    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.
    Quarry Card 10:
    Sand Thief
    MM Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.
    Quarry Card 11:
    Mummified Sphinx
    MM Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.
    Quarry Card 12:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    At This Location (Closed): No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages 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.
    Stonework Passages Card 3:
    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.
    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.
    Stonework Passages 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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages Card 7:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages Card 8:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages Card 9:
    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.
    Stonework Passages Card 10:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Damage dealt to you is reduced by 1.

    Peasant Tombs
    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: Aric/勝20100, Seoni/EmpTyger

    Mausoleum
    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: Mavaro/Nathan Davis

    Ruined Temple
    At This Location (Open): When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    At This Location (Closed): No effect.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 2
    Located/Displayed Here: None

    Ruined Temple Card 1 (Detonate):
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 2 (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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 3:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 4:
    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.
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 5:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    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.
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 6:
    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.
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 7:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 8:
    Dredge
    MM Ally B
    Traits: Halfling Rogue Aspis
    To Acquire: Charisma Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 9:
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 10:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: When you play a card that has the Divine trait, bury it.

    Catacombs
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Notes: Binder's Tome (Henchman Proxy A1)

    Catacombs Card 1:
    Henchman Proxy A1
    MM Henchman 0
    Type: Proxy
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


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

    Hour of the Elements

    Move to Quarry
    Free Explore an encounter Apprentice
    Recharge Bloodroot Poison and Top Deck Quick-Change Mask

    Diplomacy 8: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14
    Adventure Power: Banish and Summon an Ally 3. Need an Ally 3 from the BR.


    Clockwork Menial:
    Clockwork Menial
    MM Ally 3
    Traits: Automaton
    To Acquire: Intelligence Craft 9
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.


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

    Craft 9: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14 Acquired

    Discard Clockwork Menial to explore and encounter Frost Sling +1
    Dexterity 6: 1d6 ⇒ 6 Acquired

    Recharge Diviner's Blight on Reset

    Mavaro stumbles into the Quarry to find Reiko cursing the loss of her Shozoku in the dust storms. Mavaro agrees to look and finds a clockwork automaton with a frozen piece of rope and letter covering its optical input. Mavaro deftly clears the sling out the way, and follows behind the Menial, safely traversing the Quarry.

    Mavaro wrote:

    Hand: Blessing of Maat, Frost Sling +1, Mask of Stolen Mien, Shadowless Sword, Flawless Monocle, Quick-Change Mask,

    On Top: Call Spirit
    Displayed:
    Deck: 14 Discard: 1 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
    Wisdom 1d8 + 4
    Divine 1d8 + 4
    Perception d8 +6

    Hero Points: 2
    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).


    Quarry: Banished 1. Acquired 2 and Clockwork Menial


    deck handler

    "Out of Turn Updates: None
    Turn Order: Seoni, Ezren, Aric, Mavaro, Reiko
    Turn: XX - Sandstorm [/ooc]

    Another Sandstorm appears as everybody loses their bearings.

    Seoni: 1d7 ⇒ 1
    Ezren: 1d7 ⇒ 2
    Aric: 1d7 ⇒ 7
    Mavaro: 1d7 ⇒ 1
    Reiko: 1d7 ⇒ 1

    Seoni, Mavaro and Reiko move to the Precious Mine and see the Toxic Geyser ahead. Ezren moves to the Quarry and sees a Frost Sling +1, which is shuffled. Aric moves to the Catacombs and sees a Binder's Tome. Pretty harmless all things considered.

    SOT: None
    Give Card: None
    Move: Stay. With all the easy closes out of the way except for Ruined Temple, I think clearing the Toxic Geyser with my 1 explore seems prudent.
    Explore: Toxic Geyser. Using BotE

    Acrobatics 5+##=11: 2d10 + 5 ⇒ (9, 1) + 5 = 15

    EOT: End Turn and Reset hand

    "

    Reiko wrote:

    Hand: Splashbolt Crossbow, Defending Sansetsukon +1, Majordomo, Blessing of Gozreh, Silver Balladeer,

    Displayed: Curse of Vulnerability,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 1
    Mat Reroll: unused
    NOTES:
    Available Support: Gozreh for close or for emergencies.
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle#Core, Boots of Elvenkind, Old Salt, Headband of Alluring Charisma, Blessing of Abadar, Blessing of the Quartermaster A, Wayfinder#Core, Blessing of the Quartermaster B, Kusarigama
    Recharged: Sun Falcon Pectoral (traded), Materialize, Blessing of the Elements (traded),
    Discard Pile: Double Chicken Saber +1,
    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.

    "

    Gozreh yay.

    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"


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 8: Sandstorm

    Sandstorm:
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Random locations (Seoni, Ezren, Red Raven, Mavaro, Reiko): 5d7 ⇒ (1, 6, 4, 1, 3) = 15
    Seoni remains at Precious Mines and examines Precious Mines 1: Muhlia al-Jakri
    Muhlia al-Jakri:
    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.

    Muhlia al-Jakri triggers. Revealing Neferekhu
    WIS 9: 3d6 ⇒ (2, 4, 3) = 9
    Diplomacy 8: 1d12 + 4 ⇒ (9) + 4 = 13

    Ezren moves to Ruined Temple and examines Detonate.

    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.

    Ruined Temple is shuffled.

    Red Raven moves to Peasant Tombs

    Mavaro remains at Precious Mines and examines Precious Mines 2: Muhlia al-Jakri. Muhlia al-Jakri triggers

    Muhlia al-Jakri:
    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.

    Mavaro must make a WIS/Perception 9 check or take 1d4+1 Poison damage

    Reiko moves to Stonework Passages and examines Stonework Passages 1: Corridor Dart Trap

    Corridor Dart Trap:
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Another sandstorm swept Reiko out into the passages! "Quick, deeper into the mine!" shouted Seoni to Mavaro. But she suddenly stopped short. Through the swirling sands, she realized that she and the occultist were not alone...

    (Pausing to see if Mavaro is using Neferekhu)

    Seoni wrote:

    Hand: Key of the Second Vault, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Fire Snake, Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Cleric of Nethys, Coordinated Blast (banish to recovery for +1d12+5 to local defeat),

    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; Neferekhu; Coordinated Blast

    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: 3


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Resuming turn)
    Muhlia al-Jakri: Mavaro recharges Flawless Monocle to ignore trigger.

    Mavaro promised to keep one eye constantly on Muhlia al-Jakri while Seoni went to get the others.

    Moving to Ruined Temple
    Seoni didn't see a way to get to Reiko or her missing armor. "Maybe Ezren has an idea."

    Shuffled Ruined Temple: 1d10 ⇒ 6
    Exploring Ruined Temple 6: Knock

    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.

    Revealing Neferekhu
    Knowledge 7 (13): 3d8 + 2 ⇒ (5, 3, 7) + 2 = 17
    Diplomacy 8: 1d12 + 4 ⇒ (11) + 4 = 15
    Knock is acquired

    Unsurprisingly, she found the wizard near some scrolls. One of them caught her eye immediately. "This is just what we need to open that chest!" She began tracing a key-shaped tattoo.

    Shuffled Ruined Temple: 1d10 ⇒ 1
    Shuffled Ruined Temple: 1d10 ⇒ 2
    Discarding Cleric of Nethys to examine Ruined Temple 1: Detonate, Ruined Temple 2: Void Glyph

    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.

    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.

    Void Glyph triggers. Burying Fire Snake to use Arcane, revealing Neferekhu
    Arcane WIS 8+3=11: 3d12 + 5 ⇒ (1, 7, 10) + 5 = 23
    Diplomacy 8: 1d12 + 4 ⇒ (10) + 4 = 14
    Eltin wanted to offer a second idea. "What if we used this to blast it open?" He went to touch a rune.
    Seoni's and Ezren's eyes went wide with horror. Neferekhu screamed, shooting fire from her mouth. "DON'T TOUCH THAT!" The cleric quickly jumped back.

    Using Cleric of Nethys to explore Ruined Temple 2: Detonate
    Revealing Neferekhu
    Knowledge 10: 3d8 + 2 ⇒ (8, 4, 8) + 2 = 22
    Diplomacy 8: 1d12 + 4 ⇒ (9) + 4 = 13
    Detonate is acquired

    Seoni considered. There was indeed great destructive power within the glyph. The mystic carefully copied down the symbol.

    Burying Blessing of Pharasma to explore Ruined Temple 2: 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.

    Banishing Key of the Second Vault to recovery. Void Glyph is banished
    The Pharasman remembered the strange key that she had purchased. Slowly, carefully, she inserted it into the darkness of the glyph, and turned. There was an audible click, and the dark void faded into mundane dirt.

    Ending turn. Recovery:
    Arcane 12: 1d12 + 5 ⇒ (9) + 5 = 14
    Key of the Second Vault is recharged. Resetting hand

    Seoni wrote:

    Hand: Blessing of Gozreh (discard to bless/double bless if closing or guarding check), Gem of Mental Acuity, Detonate, Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Coordinated Blast (banish to recovery for +1d12+5 to local defeat), Knock,

    Displayed:
    Deck: 12 Discard: 1 Buried: 2
    Notes:
    Ask before using: Blessing of Gozreh
    Can use without asking: Blessing if would recharge; Blessing for Boon 3; Blessing for villain/henchman/closing; Neferekhu; Coordinated Blast

    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: 3

    Summary:
    Precious Mine 2 is known (villain).
    Stonework Passages 1 is known (Corridor Dart Trap).
    Ruined Temple 1, 6 are acquired.
    Ruined Temple 2 is banished.
    Ezren is at Ruined Temple.
    Red Raven is at Peasant Tomes.
    Mavaro recharges Flawless Monocle.
    Reiko is at Stonework Passages.
    Seoni is at Ruined Temple.


    Human Wizard | Ezren's Deck //

    Off turn: the most recent Sandstorm carries Ezren to the Ruined Temple.

    It is the hour of Maat

    Move: Quarry

    Location Power: Add 3 to your checks that have the Bludgeoning trait.

    Display Create Mindscape at Quarry.

    Ezren power: examine top of own deck - Ice and Fire - draw it.

    Free explore

    Top Card is Quarry 3, Burning Child:

    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.

    Create Mindscape adds 1d4
    Send Ice and Fire to Recovery; add Cold trait
    Combat 16: 1d12 + 5 + 2d8 + 3 + 1d8 + 1d4 ⇒ (9) + 5 + (1, 6) + 3 + (3) + (1) = 28
    Burning Child's new location: 1d3 ⇒ 2
    Burning Child is shuffled into Stonework Passages.
    Ezren power - examine top of own deck - Life Drain - draw it.

    Send Bound Imp to Recovery to draw 2 cards: Arcane Robes and Fire Snake.

    Send Locate Object to Recovery

    Quarry 4 is Smoked Glass Goggles:

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

    Create Mindscape adds 1d4
    Spellbook adds 1d4
    Int 6: 1d12 + 3 + 2d4 ⇒ (8) + 3 + (3, 3) = 17
    Use adventure power to banish Smoked Goggles and summon and encounter random Item
    Random Item 1 is Wand of Scorching Ray:

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

    Create Mindscape adds 1d4
    Spellbook adds 1d4
    Arcane 8: 1d12 + 5 + 2d4 ⇒ (8) + 5 + (2, 3) = 18 Acquired

    Ezren power - examine top of own deck - Blessing of the Elements.

    Quarry is shuffled by Locate Object, but since the rest of the cards are unknown, I'll just treat them as shuffled.

    Ezren power - explore Quarry 5

    Quarry 5 is 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.
    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.

    Con 6: 1d6 ⇒ 2 Banished

    Discard Unwrapped Harmony to examine Quarry 6,7,8, then reorder them as 7, 8, 6, then explore.

    Quarry 6 is 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.

    Quarry 7 is Shozoku of the Night Wind:

    Quarry 8 is 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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.

    Bury Arcane Robes to use Arcane
    Mindscape adds 1d4 and Acadamae Scholar adds +1
    Arcane 9: 1d12 + 5 + 1d4 + 1 ⇒ (3) + 5 + (4) + 1 = 13 Shozoku is acquired and will be given to Reiko when possible.

    Recharge Arcane Robes? Arcane 8, spellbook, mindscape, scholar: 1d12 + 5 + 2d4 + 1 ⇒ (10) + 5 + (2, 4) + 1 = 22

    Ezren power - explore

    Send Life Drain to Recovery
    Mindscape adds 1d4 and Acadamae Scholar adds +1
    Combat 11: 1d12 + 5 + 2d4 + 1d4 + 1 ⇒ (9) + 5 + (4, 3) + (3) + 1 = 25
    Sun Falcon is shuffled into the hourglass.
    Life Drain: shuffle a random card from discards into deck.
    Ezren power - examine top of own deck - Magical Mansion- draw it.

    End turn

    Recovery Phase (Mindscape & Spellbook & Acadamae Scholar add 2d4+1):
    Recharge Ice and Fire? Arcane 12: 1d12 + 5 + 2d4 + 1 ⇒ (10) + 5 + (2, 1) + 1 = 19
    Recharge Bound Imp? Arcane 8: 1d12 + 5 + 2d4 + 1 ⇒ (2) + 5 + (4, 2) + 1 = 14
    Recharge Locate Object? Arcane 8: 1d12 + 5 + 2d4 + 1 ⇒ (11) + 5 + (1, 1) + 1 = 19
    Recharge Life Drain? Arcane 9: 1d12 + 5 + 2d4 + 1 ⇒ (4) + 5 + (2, 3) + 1 = 15

    Ezren power: 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.
    Reset Hand

    Turn Summary:
    * Burning Child is added to Stonework Passages
    * Stonework Passages is shuffled
    * Sun Falcon is shuffled into the hourglass
    * Quarry 1-5, 7-8 are gone.
    * Top card of Quarry is known (Quarry 6, Disrupting Rapier +1)

    Ezren wrote:

    Hand: Marionette, Deathgrip (Loot), Chain Lightning, Volcanic Storm (Core), Magical Mansion, Fire Snake, Shozoku of the Night Wind, Wand of Scorching Ray, Spellbook, Acadamae Scholar,

    Displayed: Create Mindscape,
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Quarry
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Create Mindscape is displayed at Quarry - add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.

    Magical Mansion available if healing is needed.

    Shozoku - will give to Reiko if we are in the same location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Student, Blessing of the Elements (Sunburst Market), Ring of Protection (Core), Remove Curse, Arcane Robes, Unwrapped Harmony (Loot)
    Recharged: Ice and Fire, Bound Imp, Locate Object, Life Drain,
    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]

  • 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 Conflagration into each.
    When creating the blessings deck, replace 5 blessings with Sandstorm villains.
    If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    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.

    Sand Thief (Closing Henchman)

    Spoiler:
    Sand Thief
    MM Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

    Spoiler:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Hallways (Closing Henchman)

    Spoiler:
    Collapsing Hallways
    None Henchman 3
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Conflagration (Henchman)

    Spoiler:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Sandstorm (Hourglass Villain)

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Summons:

    Acid Pool (Summon)
    Spoiler:
    Acid Pool
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Aghash (Summon)

    Spoiler:
    Aghash
    MM Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    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.

    Forgotten Pharaoh Cultists (Summon)

    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.

    Giant Sand Eel (Summon)

    Spoiler:
    Giant Sand Eel
    MM Henchman B
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle this card into a random open location and discard a card.
    If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

    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:

    Bloodroot Poison (Item 3)

    Spoiler:
    Bloodroot Poison
    MM Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Location: When you play a card that has the Divine trait, bury it.

    Clockwork Menial (Ally 3)

    Spoiler:
    Clockwork Menial
    MM Ally 3
    Traits: Automaton
    To Acquire: Intelligence Craft 9
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Detonate (Spell 3)

    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.

    Frost Sling +1 (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.

    Knock (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.

    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.

    Wand of Scorching Ray (Item 3)

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

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

    Random Monsters:

    Monster 1
    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 2

    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.

    Monster 3

    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.

    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:
    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.

    Random Barriers:

    Barrier 1
    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.

    Barrier 2

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

    Barrier 3

    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 4

    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 5

    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.

    Random Weapons:

    Weapon 1
    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 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:
    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 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:
    Lightning Bolt
    MM Spell 2
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    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 3

    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 4

    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.

    Spell 5

    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.

    Random Armor:

    Armor 1
    Spoiler:
    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.

    Armor 2

    Spoiler:
    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.

    Armor 3

    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 4

    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 5

    Spoiler:
    Alchemist's Shield
    MM Armor 2
    Traits: Shield Offhand Alchemical
    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.

    Random Items:

    Item 1
    Spoiler:
    Burglar's Bracers
    MM Item C
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Item 2

    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 3

    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 4

    Spoiler:
    Mumia
    MM Item 2
    Traits: Liquid Alchemical Mummy
    To Acquire: Intelligence Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    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:
    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.

    Ally 3

    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 4

    Spoiler:
    Stained Glass Elemental
    MM Ally B
    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:
    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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 3

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4

    Spoiler:
    Blessing of the 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.

    Turn: 10 Aric/勝20100

    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: 21

    Hourglass:

    Turn 11 Mavaro/Nathan Davis

    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 12 Reiko/zeroth_hour

    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 13 Seoni/EmpTyger

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Turn 14 Ezren/Abraham Z.

    Spoiler:
    Sandstorm
    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Turn 15 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 16 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 17 Reiko/zeroth_hour

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 18 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 19 Ezren/Abraham Z.

    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 20 Aric/勝20100

    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 21 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 22 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 23 Seoni/EmpTyger

    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 24 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 25 Aric/勝20100

    Spoiler:
    The Exchange's Favor
    None
    Favor 3
    Traits:

    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 26 Mavaro/Nathan Davis

    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 27 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 28 Seoni/EmpTyger

    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 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 30 Aric/勝20100

    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 31 Mavaro/Nathan Davis

    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.

    Precious Mine
    At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Mavaro/Nathan Davis

    Precious Mine Card 1 (Muhlia al-Jakri):
    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.
    Precious Mine Card 2:
    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.
    Precious Mine Card 3:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Precious Mine Card 4:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    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.
    Precious Mine Card 5:
    Spellbottle
    MM Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 8:
    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.
    Precious Mine Card 9:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Precious Mine Card 10:
    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.

    Quarry
    At This Location (Open): Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Ezren/Abraham Z., Create Mindscape
    Notes: Baited Jewel Box (Barrier 0)

    Quarry Card 1 (Disrupting Rapier +1):
    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.
    Quarry Card 2:
    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.
    Quarry Card 3:
    Sand Thief
    MM Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.
    Quarry Card 4:
    Mummified Sphinx
    MM Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Add 3 to your checks that have the Bludgeoning trait.
    Quarry Card 5:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    At This Location (Closed): No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Reiko/zeroth_hour
    Notes: Burning Child (Monster 3), Corridor Dart Trap (Barrier 0)

    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages Card 3:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages Card 4:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages 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.
    Stonework Passages Card 6:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages 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.
    Stonework Passages Card 8:
    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.
    Stonework Passages Card 9:
    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.
    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.
    Stonework Passages Card 10:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Damage dealt to you is reduced by 1.
    Stonework Passages Card 11:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: Damage dealt to you is reduced by 1.

    Peasant Tombs
    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: Aric/勝20100

    Mausoleum
    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

    Ruined Temple
    At This Location (Open): When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    At This Location (Closed): No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 2
    Located/Displayed Here: Seoni/EmpTyger

    Ruined Temple Card 1:
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 2:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 3:
    Conflagration
    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 4:
    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.
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 5:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    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.
    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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 6:
    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.
    Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 7:
    Dredge
    MM Ally B
    Traits: Halfling Rogue Aspis
    To Acquire: Charisma Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.
    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.
    Location: When you play a card that has the Divine trait, bury it.

    Catacombs
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Notes: Binder's Tome (Henchman Proxy A1)

    Catacombs Card 1 (Binder's Tome):
    Henchman Proxy A1
    MM Henchman 0
    Type: Proxy
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


    Male Human Vigilante Deck Handler

    Advance the turn.
    Switch Bloodbound Hat for Kit’s Menacing Backsword +1

    Move to Ruined Temple.
    Use The Red Raven’s power to examine the top card: Blessing of the Ancients. Switch back to Aric.

    Explore and encounter card 1, Blessing of the Ancients.
    Divine 3: 1d4 ⇒ 1
    Anything but a 1 would have been transformed into a success…

    Discard Sorrowsoul to explore; use Aric power to recharge the ally with Diplomacy to acquire instead of discarding.
    Card 2 is Warrior Dolls.
    Recharge Mask of the Red Raven to switch to The Red Raven.
    Discard Menacing Backsword +1 to use Melee+d6+1+2d4
    Scenario adds 1d6 ⇒ 4 to difficulty
    Combat 10+##+4=20: 1d10 + 5 + 1d6 + 1 + 2d4 ⇒ (4) + 5 + (3) + 1 + (3, 4) = 20
    Defeated but no blessing to bury, and not by 2: shuffle a random barrier from the box into a random open location deck: 1d4 ⇒ 4 Ruined Temple

    End of turn:
    - use The Red Raven’s power to examine top card: Random Card, 2 is new barrier: 1 + 1d6 ⇒ 1 + (4) = 5 card 5 is: Blessing of Thoth.
    Reset hand, drawing 6

    The Red Raven grabs a weapon and starts looking around. At first he’s about to to see if can find any one but ends up being attacked by some warrior dools. He barely manages to get rid of them before taking another peek at the place. There’s no one in sight so it is Aric’s turn to shine.

    Aric at Ruined Temple wrote:

    Aric Hand Size 7: Quick-change Mask (Item), Dandy Brute (Ally), Psychic Detective (Ally), Shark Skin Armor (Armor), Vreva Jhafae (Ally), Shadowless Sword (Weapon), Tooled Crocodile Skin (Armor)

    Deck: 8 Discard: 3 Buried: 1
    Notes: You can use my cards if needed (including the blessings)
    Kit: Bloodbound Hat (Item), Hand of the Honest Man (Loot Item), Blessing of Maat (Blessing)

    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 ☑ 7
    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 ☑ or when you defeat a monster, 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

    Hour of the Elements

    Mavaro moves to Stonework Passages

    Free explore and encounter Khamsin Coat
    Recharge Frost Sling +1 to top deck Diviner's Blight

    Fortitude 8: 1d8 + 4 ⇒ (2) + 4 = 6
    Banished

    Recharge Quick-Change Mask to recharge Clockwork Menial

    On reset, discard Mask of Stolen Mien

    Mavaro wrote:

    Hand: Blessing of Maat, Blessing of Sivanah, Planchette, Shadowless Sword, Call Spirit, Diviner's Blight,

    On Reiko's turn, banish Planchette to Recovery. Name Blessing and Examine Corridor Dart Trap

    Display Call at Stonework Passages

    Mavaro gets in position to make sure Muhlia al-Jakri stays put.

    Mavaro wrote:

    Hand: Blessing of Maat, Blessing of Sivanah, Shadowless Sword, Diviner's Blight,

    On Top: Bloodroot Poison
    Displayed: Call Spirit,
    Deck: 14 Discard: 1 Buried: 0
    Notes: 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 1d8 + 4 + 1d6
    Craft 1d8 + 4 + 1d6

    Hero Points: 2
    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).


    Stonework Passages: Banished 1. Examined 2.


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

    If Reiko goes for the Villain, Guard

    Spoiler:

    Recharge Diviner's Blight to Top Deck Cockroach Coat
    Survival 9: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
    Blessings available. Maat's probably for Reiko. Sivanah is probably for Ezren


    deck handler

    Hour: Wadjet

    Reiko realizes it's time to assassinate the assassin. She's the best person for the job, after all.

    Start with Mavaro's spoilered guard, which succeeds. Then Ezren attempts the check (with Fire Snake), and Maat if it fails:

    ConstitutionArcane 9: 1d12 + 1d4 + 5 ⇒ (5) + (4) + 5 = 14

    Then Seoni buries Gozreh to guard. Now for the big Kahuna:

    Wisdom 9: 2d6 ⇒ (3, 6) = 9

    Use Defending SSK and discard, using a 1-die blessing from someone (me or Mavaro), also recharging for Poison CHA:

    Combat 1620: 2d10 + 2d6 + 6 + 1d8 + 1 ⇒ (10, 10) + (6, 4) + 6 + (8) + 1 = 45

    Reiko sneaks up to Muhlia and is able to get a jump on him. He doesn't get the time to use his Poisoned dagger as Reiko pummels him into submission.

    And we win!


    Human Wizard | Ezren's Deck //

    Nicely done!


    Development

    Neither the traps nor the sand creatures slowed you down enough for al-Jakri to escape. Outmatched, out of tricks, and out of places to run, she surrendered and is now in the custody of Venture-Captain Esmayl ibn Qaradi. It’s only a matter of time before she’s shipped back to Absalom to face justice, and it’s satisfying to see her led away in chains. Even a statement from the Satrap arrived, declaring that al-Jakri’s title would be stripped. As your patron Tallah predicted, she’s a pasha no more.

    Al-Jakri had attempted to escape with some damning written evidence, including a journal in which she detailed her plans to incite chaos in Absalom and instigate war between Taldor and Qadira. Her co-conspirators’ names appear all over her plans: both the vampire Stavros Nightcrescent as well as someone named Koth’Vaul. From her notes, it sounds like Koth’Vaul is a fiend of some form, though al-Jakri doesn’t go into specifics—in fact, it seems the two weren’t even terribly fond of each other. As you continue perusing the journal you come across an especially alarming name: that of the information broker Grandmaster Torch!

    The journal solves one other mystery. Some time ago, an artifact disappeared from the Society’s vaults, yet there wasn’t enough evidence to trace where it had gone. Al-Jakri’s notes suggest it’s currently hidden in the foreboding Mana Wastes, where you should be able to piece together the clues needed to find the artifact. Whatever its exact nature, this device seems to figure into her—and Koth’Vaul’s—bigger plans.

    Scenario Reward

    For the rest of the Adventure Path, your trade cost for Agymah, Shardizhad, and Udjebet is reduced by 1 card (to a minimum of 1).

    Adventure Reward

    Each character gains a Hero Point.

    Each character gains a skill feat. This increases your skill feat cap to #+1. If your skill feat cap is already #+1, gain a Hero Point that cannot be spent on a feat instead.

    Each player unlocks the ability to play Enora from the Wrath of the Righteous Base Set using the Pathfinder Tales Character Deck.

    Acquired Cards

    Bloodroot Poison (Item 3)
    Clockwork Menial (Ally 3)
    Detonate (Spell 3)
    Frost Sling +1 (Weapon 1)
    Knock (Spell 1)
    Pard (Ally 0)
    Wand of Scorching Ray (Item 3)

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

    Post your upgrade discussion in the discussion thread, not here!


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Raz is back for Adventure 4. I'm double checking that my deck and feats and whatnot are all set. Most things were bumped up to #+1 from bonuses.

    I doubt I'll be changing over to Packs as they don't have enough Mounts.

    Will hit up Auction House for my Trader in case an extra Mount shows up there.


    Adventure 4: Relic in the Wastes

    Thanks to you, the world seems a safer place, with Muhlia al-Jakri captured and bound for Absalom to answer for her crimes. However, each night is less restful than the last. You have ongoing nightmares from your time controlled by the vampire Stavros Nightcrescent, and you have become increasingly concerned about a dangerous artifact mentioned in the notes you recovered from al-Jakri. Known as the Atramentous Eye, the orb is said to feed off the life energy of those nearby, granting its wielder enhanced magical power. Hoping to keep others from tracking the orb magically, al-Jakri stowed it deep in the Spellscar Desert, a desolate wilderness in the magically scoured Mana Wastes across the sea. With al-Jakri defeated, it’s only a matter of time before one of her old allies—either Nightcrescent or the fiend Koth’Vaul—decides to take the orb for himself

    Few are willing to brave the Mana Wastes, where the ancient archmages Geb and Nex once battled so ferociously that they left the land devastated. Arcane storms ravage the landscape, and even magic is known to function unpredictably, sometimes manifesting with greater power and other times escaping its user’s control entirely. For all this, the Pathfinder Society has one friend who’s not only willing to travel to the Mana Wastes; he’s eager for the opportunity. The geniekin Ashasar awaits you in the metropolis of Quantium far to the southwest, ready to guide you into the forbidding wasteland.

    Millennia ago, the phenomenally powerful archmage Nex founded the kingdom that still bears his name. In its capital Quantium, magical innovation is the most popular industry. As you disembark after a pleasant voyage south along the Garundi coast, you marvel at the sights. Conjurers run errands with bound genies in tow. Transmuters coax lumps of metal into intricate works of art. Impossibly delicate architecture towers above the plazas. Multi-tiered fountains dance with playful water elementals. And over the roofs of one district, you can see the hulking form of an immense golem patrolling the city’s perimeter.

    “You would not wish to pick a fight with that one,” comments a geniekin as he approaches, his eyes roiling with energy like thunderclouds. He floats atop a small cushion of mist and descends to stand near you, patting a tiny air elemental that alights nearby. “Welcome to Quantium, Pathfinders. I am Ashasar, Liaison to the Seat of Balance and corrector of elemental irregularities. I understand that you seek a vile artifact within the Spellscar Desert, and I wish to see that realm with my own eyes to determine if my allies and I might quell its curse. When shall we depart?”


    4-4A: Wasteland Diplomacy

    Traveling with the geniekin Ashasar is pleasant. The flora and fauna of the Garundi continent endlessly fascinate him. You learn that he has spent much of his life on the elemental planes, which he describes with awe while admitting that this world’s blend of air, earth, fire, and water is astounding. Yet for all his playful conversation, you can tell that he harbors an utterly serious devotion to understanding and quelling any natural phenomena that would grow too destructive or wild.

    The trade road you’re on passes through the border fortress of Cloudreaver Keep, where you stop for a bit. The path then veers to the west toward the city-state of Alkenstar, famed for its deadly firearms and steam-powered marvels. However, your destination lies to the southeast over the trackless wastes of the Spellscar Desert. The keep’s guards warn you that the unforgiving terrain is the least of your worries. Primal weather phenomena have been especially brutal over the past few weeks, with shrieking ghost-winds savaging anyone caught in the open, and caustic rain showers whose droplets turn into tiny spiders that skitter for cover. Magic is already unpredictable enough in the Mana Wastes, and these powerful storms only make it even more dangerous.

    What’s more, dozens of the wasteland tribes who eke out a living in the Spellscar Desert govern by a policy of “might makes right.” The guards warn that most of these tribes will prey on anyone they think can’t put up a fight, but others might be willing to offer safe passage in exchange for a chance to trade. That doesn’t seem so bad, at least until they mention these tribes are mostly bloodthirsty gnolls, mutant humans, skittish ratfolk, opportunistic goblins, and even six-armed giants known as calikangs. Looking over the keep’s visitor log, you note that of the few convoys that left for the southeast, almost none of them have returned.

    Ashasar grins at you with determination, as though he’s welcoming the challenge. As you set out together, you wish you shared his confidence.


    During This Adventure: The scourge die is 1d8.
    When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    To win, close all but 2 locations.

    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
    8. Curse of the Sphinx

    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.

    Curse of the Sphinx (3 copies)

    Spoiler:
    Curse of the Sphinx
    Scourge 4
    Traits: Curse Sphinx
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.

    Story Banes:

    Thmei (Closing Henchman)
    2x Calikang (Non-Closing Henchman)
    2x Ratfolk Plaguebringer (Non-Closing Henchman)
    5x Random Monsters

    (Card text will be available here once full update is posted)

    Location #1: Hot Springs
    At This Location: 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.

    Location #2: Oasis
    At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.

    Location #3: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.

    Location #4: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.

    Location #5: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.

    Location #6: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.

    Location #7: Shifting Dunes
    At This Location: 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.

    Location #8: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.

    Location #9: Earthworks
    At This Location: On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.

    Location #10: Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.

    Apologies for the abridged initial update. I usually build out the locations and hourglass before handling traders, because there's generally enough high-level cards that I don't run out while drawing random ones for traders. However with 10 locations I'm a bit more hesitant about that so I'm going to do traders first before building locations. The downside of this is that the BR site doesn't populate the card composition of each location until they're built (it just says every card type is 0).


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Pick up a Camel from Sunburst Market, trading out my Blessing of Gorum.

    Start at Volcanic Vents

    Raz wrote:

    Hand: Kabuto Helmet, Mighty Steed, Four-Mirror Armor, Mass Cure, Belt of Charging,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 2
    Shirt reroll: available
    NOTES:
    Available Support:
    Movement: Will discard a mount ally to move to your location and take your encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

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

    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []


    Traders

    Shardizhad
    Visiting: Zelhara, Aric
    Trade Cost: 2 boons

    Spellsword +2:
    Spellsword +2
    MM Weapon 4
    Traits: Sword Melee Slashing Magic
    To Acquire: Strength Melee Arcane Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.
    Thousand Stings Whip:
    Thousand Stings Whip
    MM Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Mace of Ruin:
    Mace of Ruin
    MM Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

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

    Ghoul Market
    Visiting: Reiko, Seoni
    Trade Cost: 1 boon

    Reed Snake Armor:
    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.
    Steel Ibis Lamellar:
    Steel Ibis Lamellar/b]
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Silken Ceremonial Armor:
    [b]Silken Ceremonial Armor
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

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

    Agymah
    Visiting: Ezren
    Trade Cost: 2 boons

    Mistform:
    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.
    Chain Lightning:
    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.

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

    Sunburst Market
    Visiting: Reiko, Raz


    Human Wizard | Ezren's Deck //

    Ezren will trade his Walking Stick and Marionette for Mistform.


    Human Wizard | Ezren's Deck //

    Ezren will start at the Shifting Dunes.

    Ezren wrote:

    Hand: Life Drain, Locate Object, Chain Lightning, Arcane Robes, Spellbook, Unwrapped Harmony (Loot), Bound Imp,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Shifting Dunes
    Hero Points: 2
    Paizo merch reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Coordinated Blast, Deathgrip (Loot), Mistform, Ice and Fire, Acadamae Scholar, Fire Snake, Volcanic Storm (Core), Acadamae Student, Magical Mansion, Ring of Protection (Core), 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 ☐ 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]

  • Male Human Vigilante Deck Handler

    Thousand Stings Whip is interesting but 2 boons is too high a price.
    Will use reward to replace Blessing of Asmodeus by Blessing of Anubis.

    Aric goes toward Sulfur Pits.

    Aric at Sulfur Pits wrote:

    Aric Hand Size 7: Sorrowsoul (Ally), Shy Ratani (Ally), Psychic Detective (Ally), Eando Kline (Ally), Tooled Crocodile Skin (Armor), Mask of the Red Raven (Item), Shadowless Sword (Weapon)

    Deck: 12 Discard: 0 Buried: 0
    Notes: You can use my cards if needed (including the blessings)
    Kit: Shadowless Sword 2 (Weapon), Dandy Brute (Ally), Hand of the Honest Man (Loot Item)

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

    Powers
    Hand Size 6 ☑ 7
    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 ☑ +3
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2
    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 ☑ or when you defeat a monster, 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: Weapon 6 > Spell 6 > Item 6

    Start at Sulfure Pits with Aric

    Loot: Scarab Brooch Replaces Cloak of Daggers
    Loot: Akhentepi’s Armor Replaces Vestments of Authority
    Loot: Blessing of Isis Replaces Blessing of Barbatos
    Trader: Thousand Stings Whip Replaces Sai and Wayfinder

    Zelhara wrote:

    Hand: Hungry Ghost Monk, Corrosion, Thousand Stings Whip, Steel Ibis Lamellar, Scorpion Whip, Blessing of Moloch,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Corrosion can add a die to a barrier, undead or construct
    Blessing of Moloch: 2d weapon used on check. 1d anything else
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ]+2
    Intelligence d6 [ ] +1
    Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
    Divine: Wisdom +1
    Perception: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Hero Points: 2
    Role: Pain Taster
    Favored Card: Weapon
    Hand Size 5 ☑ 6
    Proficient with: Light Armor Weapons
    Powers:
    On your check that invokes the Chain, Finesse, or Knife trait, you may use Divine instead of the listed skill.
    Ignore Redemption cards.
    Once per turn (☑ or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
    A character at your location may bury an ally (☐ or a card that has the Corrupted trait) (☐ or a blessing) from her discard pile; if she does, shuffle a random card (☑ or 2 random cards)(☐ or 1d4+2 random cards) from your discard pile into your deck.
    ☐ After you (☐ or a character at your location) discard any cards as damage, you may draw a card. (☐ Then shuffle a random card from your discard pile into your deck.)
    ☐ When you would discard cards as damage, you may recharge up to 2 of them instead.
    ☐ You gain the skill Fortitude: Constitution +3.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Gaining Skill Feat: INT+1
    Replacing Wand of Detect Magic with Loot Game of Afterlife
    Ghoul Market: Trading Blessing 3 of Gozreh for Armor 4 Silken Ceremonial Armor
    Starting at Windswept Chasm

    The nomadic sorcerer was glad to be moving again. She had found her missing book before they departed, and eagerly reread the tome as they journeyed to the Mana Wastes. And while Seoni was going to miss the glamour of Qadira, she did purchase a nice reminder of Qadiran opulence. The silk felt so wonderful as the wind swept it across her skin.

    Seoni wrote:

    Hand: Fire Snake, Life Drain, Gem of Mental Acuity, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Blessing of Pharasma 1 (discard to bless/double bless if spell is cast), Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),

    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 4; Blessing for villain/henchman/closing; Create Mindscape; Dimension Leap

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +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: 4


    deck handler

    Headband of CHA -> Sun Falcon Pectoral
    Blessing of Gozreh -> Blessing of Anubis (double CHA blessing seems useful here)
    Shozoku of the Night Wind -> Reed Snake Armor (the Shozoku's actual damage blocking properties are mediocre)
    Sage -> BotE (running out of things to trade :( )

    Start at Howling Sands.


    During This Adventure: The scourge die is 1d8.
    When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    To win, close all but 2 locations.

    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
    8. Curse of the Sphinx

    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.

    Curse of the Sphinx (3 copies)

    Spoiler:
    Curse of the Sphinx
    Scourge 4
    Traits: Curse Sphinx
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.

    Story Banes:

    Thmei (Closing Henchman)

    Spoiler:
    Thmei
    MM Henchman 4
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Armband of the Golden Serpent from the box, then you may immediately attempt to close the location this henchman came from.

    2x Calikang (Non-Closing Henchman)

    Spoiler:
    Calikang
    None Henchman 4
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    2x Ratfolk Plaguebringer (Non-Closing Henchman)

    Spoiler:
    Ratfolk Plaguebringer
    None Henchman 4
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.

    5x Random Monsters

    Summons:

    Acid Pool (Summon)
    Spoiler:
    Acid Pool
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Aghash (Summon)

    Spoiler:
    Aghash
    MM Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    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.

    Forgotten Pharaoh Cultists (Summon)

    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.

    Giant Sand Eel (Summon)

    Spoiler:
    Giant Sand Eel
    MM Henchman B
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle this card into a random open location and discard a card.
    If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

    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.

    Warrior Dolls (Summon)

    Spoiler:
    Warrior Dolls
    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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:
    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:
    Girtablilu Ranger
    MM Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 3

    Spoiler:
    Bonestorm
    MM Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Monster 4

    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 5

    Spoiler:
    Mummy Golem
    MM Monster 4
    Traits: Construct Golem Mummy
    To Defeat: Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Random Barriers:

    Barrier 1
    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 2

    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 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:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

    Weapon 1
    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 2

    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 3

    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 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Smite Abomination
    MM Spell 4
    Traits: Magic Divine
    To Acquire: Wisdom Divine 10
    Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Spell 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:
    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 4

    Spoiler:
    Ice Storm
    MM Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    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.

    Random Armor:

    Armor 1
    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.

    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:
    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 4

    Spoiler:
    Catching Cape
    MM Armor B
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5

    Spoiler:
    Portable Sarcophagus
    MM Armor P
    Traits: Light Armor Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Random Items:

    Item 1
    Spoiler:
    Ghost Battling Ring
    MM Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 2

    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.

    Item 3

    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 4

    Spoiler:
    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.

    Item 5

    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.

    Random Allies:

    Ally 1
    Spoiler:
    Scribe
    MM Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Ally 2

    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.

    Ally 3

    Spoiler:
    Hearth Elemental
    MM Ally 4
    Traits: Elemental Fire
    To Acquire: See Below None
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Ally 4

    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.

    Ally 5

    Spoiler:
    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.

    Random Blessings:

    Blessing 1
    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 2

    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.

    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 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 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: 1 Zelhara/Nathan Davis

    Hour: Blessing of Ra:
    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.

    Cards Remaining in Hourglass: 29

    Hourglass:

    Turn 2 Reiko/zeroth_hour

    Spoiler:
    Concordance's Favor
    Favor 4
    When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.
    While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.

    Turn 3 Seoni/EmpTyger

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 4 Ezren/Abraham Z.

    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 Aric/勝20100

    Spoiler:
    Blessing of Maat
    MM Blessing 2
    Traits: Divine Maat Healing
    To Acquire: Divine 6
    OR ConstitutionFortitude 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 6 Raz/eddiephlash

    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 Zelhara/Nathan Davis

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

    Turn 8 Reiko/zeroth_hour

    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.

    Turn 9 Seoni/EmpTyger

    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 10 Ezren/Abraham Z.

    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 11 Aric/勝20100

    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 12 Raz/eddiephlash

    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 13 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Turn 14 Reiko/zeroth_hour

    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 15 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 16 Ezren/Abraham Z.

    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 17 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 18 Raz/eddiephlash

    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 19 Zelhara/Nathan Davis

    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 20 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 21 Seoni/EmpTyger

    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 22 Ezren/Abraham Z.

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Turn 23 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 24 Raz/eddiephlash

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 25 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Maat
    MM Blessing 2
    Traits: Divine Maat Healing
    To Acquire: Divine 6
    OR ConstitutionFortitude 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 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 27 Seoni/EmpTyger

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 28 Ezren/Abraham Z.

    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.

    Turn 29 Aric/勝20100

    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 30 Raz/eddiephlash

    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.

    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
    Located/Displayed Here: None

    Hot Springs Card 1:
    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.
    Hot Springs Card 2:
    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.
    Location: When you play a weapon, discard it.
    Hot Springs Card 3:
    Calikang
    None Henchman 4
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you play a weapon, discard it.
    Hot Springs Card 4:
    Ghost Battling Ring
    MM Item C
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
    Hot Springs 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.
    Hot Springs Card 6:
    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.
    Hot Springs Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you play a weapon, discard it.
    Hot Springs Card 8:
    Maftet Hunter
    MM Ally 4
    Traits: Maftet Hunter
    To Acquire: Charisma Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
    Hot Springs Card 9:
    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.
    Hot Springs Card 10:
    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.

    Oasis
    At This Location (Open): When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Oasis Card 1:
    Tekenu
    MM Monster 2
    Traits: Undead Elite
    To Defeat: Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Oasis Card 2:
    Miau Pakhet
    MM Ally P
    Traits: Catfolk Bard Gambling
    To Acquire: CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.
    Oasis Card 3:
    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.
    Oasis Card 4:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    Oasis Card 5:
    Thmei
    MM Henchman 4
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Armband of the Golden Serpent from the box, then you may immediately attempt to close the location this henchman came from.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Oasis Card 6:
    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.
    Oasis Card 7:
    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.
    Oasis Card 8:
    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.
    Oasis Card 9:
    Eruption
    MM Spell 4
    Traits: Magic Arcane Divine Attack Electricity Fire
    To Acquire: Intelligence Arcane Wisdom Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Oasis Card 10:
    Elder Ifreeti
    MM Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.

    Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Scorched Obelisk 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.
    Scorched Obelisk Card 2:
    Shattertouch Shotel +2
    MM Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
    Scorched Obelisk Card 3:
    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 or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scorched Obelisk Card 4:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 5:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 6:
    Ratfolk Plaguebringer
    None Henchman 4
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 8:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 9:
    Steel Ibis Lamellar
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Scorched Obelisk Card 10:
    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.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.

    Sulfur Pits
    At This Location (Open): For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/勝20100, Zelhara/Nathan Davis

    Sulfur Pits Card 1:
    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.
    Sulfur Pits Card 2:
    Mace of Ruin
    MM Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Sulfur Pits Card 3:
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Sulfur Pits 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.
    Sulfur Pits Card 5:
    Brain Ooze
    MM Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 6:
    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 or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Sulfur Pits Card 7:
    Ratfolk Plaguebringer
    None Henchman 4
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 8:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 9:
    Enchanter
    MM Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 10:
    Shocking Chest
    MM Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Location: For your checks that have the Acid trait, add a die.

    Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    At This Location (Closed): No effect.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/EmpTyger

    Windswept Chasm Card 1:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 2:
    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.
    Windswept Chasm Card 3:
    Acid Splash
    MM Spell B
    Traits: Magic Arcane Acid Attack
    To Acquire: Intelligence Arcane 4
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Windswept Chasm Card 4:
    Shield Cloak
    MM Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Windswept Chasm Card 5:
    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.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 6:
    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.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 7:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 8:
    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.
    Windswept Chasm Card 9:
    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.
    Windswept Chasm Card 10:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Volcanic Vents
    At This Location (Open): All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash

    Volcanic Vents Card 1:
    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.
    Volcanic Vents Card 2:
    Mummified Sphinx
    MM Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.
    Volcanic Vents Card 3:
    Fiendish Sphinx
    MM Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
    Volcanic Vents Card 4:
    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.
    Volcanic Vents Card 5:
    Whip of Centipedes
    MM Spell 4
    Traits: Magic Arcane Divine Attack Poison
    To Acquire: Intelligence Arcane Wisdom Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Volcanic Vents Card 6:
    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.
    Volcanic Vents Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.
    Volcanic Vents Card 8:
    Ice Elemental
    MM Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.

    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: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Abraham Z.

    Shifting Dunes Card 1:
    Zereletan
    MM Ally 4
    Traits: Aberration Naga
    To Acquire: Charisma Diplomacy 11 OR Combat 15
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.
    Shifting Dunes Card 2:
    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.
    Shifting Dunes Card 3:
    Wand of Scorching Ray
    MM Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Shifting Dunes Card 4:
    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.
    Shifting Dunes Card 5:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Shifting Dunes Card 6:
    Deathgrip
    MM Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Shifting Dunes Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Shifting Dunes Card 8:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Shifting Dunes Card 9:
    Eternal Captives
    MM Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Shifting Dunes Card 10:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.

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

    Howling Sands Card 1:
    Safety Bubble
    MM Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Howling Sands Card 2:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Howling Sands Card 3:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Howling Sands Card 4:
    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.
    Howling Sands Card 5:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Howling Sands Card 6:
    Mumia
    MM Item 2
    Traits: Liquid Alchemical Mummy
    To Acquire: Intelligence Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Howling Sands Card 7:
    Steel Ibis Lamellar
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Howling Sands Card 8:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Howling Sands Card 9:
    Sophronia
    MM Ally 4
    Traits: Undead Ghost Incorporeal
    To Acquire: Charisma Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.
    Howling Sands Card 10:
    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.

    Earthworks
    At This Location (Open): On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 2:
    Pard
    MM Ally C
    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.
    Earthworks Card 3:
    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

    Earthworks Card 4:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 5:
    Girtablilu Ranger
    MM Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 6:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 7:
    Scarab Sand
    MM Item 3
    Traits: Object Alchemical Mummy
    To Acquire: Intelligence Craft Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.
    Earthworks Card 8:
    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.
    Earthworks Card 9:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 10:
    Alchemist's Shield
    MM Armor 2
    Traits: Shield Offhand Alchemical
    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.

    Thornscrub
    At This Location (Open): Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Thornscrub Card 1:
    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.
    Thornscrub Card 2:
    Elder Ice Elemental
    MM Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 3:
    Calikang
    None Henchman 4
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 4:
    Spellbottle
    MM Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
    Thornscrub Card 5:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 6:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Thornscrub Card 7:
    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.
    Location: Banes that have the Poison trait may not be evaded.
    Thornscrub Card 8:
    Ghoul
    MM Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 9:
    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.
    Thornscrub Card 10:
    Carrion Golem
    MM Monster 2
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.


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

    Hour of Ra
    Give card to Aric: Scorpion Whip

    Scorpion Whip:
    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.


    Free Explore and encounter Detect Undead

    Divine 5: 1d10 + 5 ⇒ (8) + 5 = 13 Acquired!

    Discard Hungry Ghost Monk to explore and encounter Mace of Ruin
    Location Power: Acid Trait. Discard Blessing of Moloch

    Strength 11: 1d6 + 1d6 + 1d6 ⇒ (2) + (4) + (6) = 12 Acquired!

    Banish Detect Undead to Recovery to Examine: Sulfur Pits Card 3: Falcon Crown

    Out on the the edge of the Sulfur Pits, Zelhara and Aric find a trader of high quality good. She finds a minor divinization for a steal and solid looking mace, which she's sure she paid too much for, and begins to negotiate on a excellent piece of falcon armor.

    Recovery Detect Undead Divine 7: 1d10 + 5 ⇒ (8) + 5 = 13

    Zelhara wrote:

    Hand: Mace of Ruin, Corrosion, Thousand Stings Whip, Steel Ibis Lamellar, Hangman's Noose, Akhentepi’s Armor,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: Corrosion can add a die to a barrier, undead or construct
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ]+2
    Intelligence d6 [ ] +1
    Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
    Divine: Wisdom +1
    Perception: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Hero Points: 2
    Role: Pain Taster
    Favored Card: Weapon
    Hand Size 5 ☑ 6
    Proficient with: Light Armor Weapons
    Powers:
    On your check that invokes the Chain, Finesse, or Knife trait, you may use Divine instead of the listed skill.
    Ignore Redemption cards.
    Once per turn (☑ or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
    A character at your location may bury an ally (☐ or a card that has the Corrupted trait) (☐ or a blessing) from her discard pile; if she does, shuffle a random card (☑ or 2 random cards)(☐ or 1d4+2 random cards) from your discard pile into your deck.
    ☐ After you (☐ or a character at your location) discard any cards as damage, you may draw a card. (☐ Then shuffle a random card from your discard pile into your deck.)
    ☐ When you would discard cards as damage, you may recharge up to 2 of them instead.
    ☐ You gain the skill Fortitude: Constitution +3.


    Aric: Gave Card - Scorpion Whip
    Sulfur Pits: Acquired 1 and 2. Examined 3 (It probably makes sense to leave 3 for me)


    deck handler

    "

    Reiko wrote:

    Hand: Blessing of Abadar, Wayfinder#Core, Double Chicken Saber +1, Reveler, Defending Sansetsukon +1,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Old Salt, Reed Snake Armor (traded), Crown of Charisma, Silver Balladeer, Blessing of the Elements (traded), Blessing of the Quartermaster A, Blessing of the Quartermaster B, Splashbolt Crossbow, Sun Falcon Pectoral (traded), Sacred Candle#Core, Boots of Elvenkind, Kusarigama, Blessing of Anubis (traded), Materialize
    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.

    "


    deck handler

    "Out of Turn Updates: None
    Turn Order: Seoni, Ezren, Aric, Mavaro Zelhara, Reiko
    Turn: 2 - Concordance's Favor. Draw an elemental ally, Fire Gecko (random Ally #2).[/ooc]
    SOT: None
    Give Card: None
    Move: None
    Explore: Safety Bubble. I assume both of the mages want it. I'll use Abadar on it since Zelhara still has Corrosion. The odds are terrible here though. I could evade it, but since there's a lot of closes I think it's not great to do that. Just one more scenario until I get Arcane attached to d8 + 2 :(

    Intelligence 11: 2d6 ⇒ (1, 3) = 4

    Discard Wayfinder to examine/explore. Royal Naga; shuffling the location since looking for Thmei for Armband is still realistic at this location.

    random explore: 1d9 + 1 ⇒ (2) + 1 = 3

    Rukh instead.

    encounter: 1d6 ⇒ 6

    Using Seoni's Pharasma for an extra die, mainly because Rukh has Acid and the Curse consequence.

    Diplomacy 11: 2d8 + 3 ⇒ (4, 4) + 3 = 11

    Rukh is defeated. Closing. Recharging DCS +1 to cycle.

    Acrobatics 4+#=8: 1d10 + 1d6 + 5 ⇒ (5) + (1) + 5 = 11

    EOT: End Turn and Reset hand

    "

    Reiko wrote:

    Hand: Sacred Candle#Core, Silver Balladeer, Fire Gecko*, Reveler, Defending Sansetsukon +1,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 1
    Mat Reroll: unused
    NOTES:
    Available Support: Sacred Candle any # blessing.
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crown of Charisma, Blessing of Anubis (traded), Blessing of the Quartermaster B, Kusarigama, Old Salt, Sun Falcon Pectoral (traded), Boots of Elvenkind, Reed Snake Armor (traded), Blessing of the Elements (traded), Materialize, Splashbolt Crossbow, Blessing of the Quartermaster A
    Recharged: Double Chicken Saber +1,
    Discard Pile: Blessing of Abadar, Wayfinder#Core,
    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: Howling Sands is closed.
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Seoni's Blessing of Pharasma
    Actions needed by other Player(s): None"


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 3: Thoth o'clock
    Moving to Hot Springs
    Exploring Hot Springs 1: Blessing of Wadjet

    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.

    Displaying Create Mindscape at Hot Springs
    Divine Knowledge 5: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11
    Blessing of Wadjet is acquired

    Seoni closed her eyes and traced a winged-shaped tattoo as she started towards the hot springs. Her mind was already racing ahead, thinking about the varied possibilities that might await.

    Discarding Blessing of Wadjet to examine Hot Springs 2: Evil Eye

    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.

    Evil Eye triggers
    Scourge: 1d8 ⇒ 1
    Displaying Curse of Poisoning. Evil Eye is banished

    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.

    But the sorcerer had a nauseating feeling that she was being watched.

    Using Blessing of Wadjet to explore Hot Springs 3: Calikang

    Calikang:
    Henchman 4
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    Non-Basic monster: 1d6 ⇒ 3
    Banishing Fire Snake to recovery, using Create Mindscape
    Arcane Acrobatics 10: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (4) = 13
    Discarding Dimension Leap for 1 Electricity damage
    Difficulty increase: 1d6 ⇒ 3
    Banishing Life Drain to recovery, using Create Mindscape
    Combat 19+3=22 (32): 1d12 + 5 + 2d4 + 1d4 ⇒ (11) + 5 + (2, 3) + (4) = 25
    Life Drain: Dimension Leap is healed.
    Calikang is banished

    Warily, Seoni summoned a fire snake- just in time, as a calikang launched a lightning blast at her. The snake absorbed most of the blow before it was unsummoned. Closing her eyes, Seoni desperately cast a draining spell, and was almost surprised when the giant succumbed to her magic and collapsed at her feet.

    Ending turn. Recovery: Using Create Mindscape
    Arcane 8: 1d12 + 5 + 1d4 ⇒ (1) + 5 + (2) = 8
    Fire Snake is recharged. Using Create Mindscape
    Arcane 9: 1d12 + 5 + 1d4 ⇒ (8) + 5 + (1) = 14
    Life Drain is recharged.
    Resetting hand.
    Curse of Poisoning: Neferekhu is recharged

    Seoni wrote:

    Hand: Cleric of Nethys, Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Gem of Mental Acuity, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Coordinated Blast (banish to recovery for +1d12+5 to local defeat), Neferekhu

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Curse of Poisoning,
    Deck: 12 11 Discard: 2 Buried: 0
    Notes: Create Mindscape is displayed at Hot Springs
    Ask before using: Blessing of Qi Zhong
    Can use without asking: Blessing if would recharge; Blessing for Boon 4; Blessing for closing; Binder's Tome; Coordinated Blast

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +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: 4

    Summary:
    Hot Springs 1 is acquired.
    Hot Springs 2, 3 are banished.
    Create Mindscape is displayed at Hot Springs.
    Seoni is at Hot Springs.


    Human Wizard | Ezren's Deck //

    It is the hour of Bastet

    Shifting Dunes: At the start of your turn, shuffle any armors into your deck. - Ezren has no armor.

    Move: Hot Springs

    Hot Springs Location Power: When you play a weapon, discard it.

    Free exploration: Hot Springs 4 is Ghost Battling Ring:

    MM Item C
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Arcane 8, Create Mindscape, Spellbook: 1d12 + 6 + 1d4 + 1d4 ⇒ (10) + 6 + (4) + (1) = 21 Acquired

    Ezren power lets him explore; Hot Springs 5 is 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.

    Send Arcane Robes to Recovery to use Arcane instead of Con
    Arcane 8, Create Mindscape, Spellbook: 1d12 + 6 + 1d4 + 1d4 ⇒ (1) + 6 + (4) + (4) = 15 Acquired

    Ezren power lets him explore; Hot Springs 6 is 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.

    Diplomacy 10, Create Mindscape, Seoni's Binder's Tome: 1d8 + 1 + 1d4 + 1d4 ⇒ (8) + 1 + (4) + (2) = 15 Acquired

    Send Bound Imp to Recovery to draw 2 cards

    Recharge Qasin to examine top of own deck: Magical Mansion. Draw it.

    Send Locate Object to Recovery to examine Hot Springs until finding a boon

    Hot Springs Card 7 is 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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you play a weapon, discard it.

    Recharge Ghost Battling Ring since (per discussion in Discord) the check invokes the Undead trait.
    Trigger! When examined, Stealth 6 or else: 1d4 + 1d8 + 4 ⇒ (3) + (4) + 4 = 11 Ezren and Seoni do NOT have to summon and encounter Swarms; the Ubashki Swarm is still present in the location.

    Continue examining location with Locate Object - Hot Springs 8 is Maftet Hunter:

    MM Ally 4
    Traits: Maftet Hunter
    To Acquire: Charisma Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.]

    Diplomacy 11, Create Mindscape, Seoni's Binder's Tome: 1d8 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (4) + (1) = 7 Banished

    Hot Springs is shuffled and now consists of cards 7, 9, 10.

    Ezren power: after playing Locate Object, examine top of own deck: Acadamae Scholar

    End turn

    Recovery Phase, with Spellbook and Create Mindscape:
    recharge Arcane Robes? Arcane 8: 1d12 + 6 + 1d4 + 1d4 ⇒ (7) + 6 + (3) + (4) = 20
    recharge Bound Imp? Arcane 8: 1d12 + 6 + 1d4 + 1d4 ⇒ (6) + 6 + (2) + (4) = 18
    recharge Locate Object? Arcane 8: 1d12 + 6 + 1d4 + 1d4 ⇒ (3) + 6 + (3) + (4) = 16

    Ezren power: 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. - choose hand size of 10.

    Reset Hand

    Turn Summary:
    * Hot Springs is shuffled and consists of cards 7, 9, and 10. Note that one of these is a swarm with an annoying trigger, so probably better to not examine Hot Springs.

    Ezren wrote:

    Hand: Life Drain, Volcanic Storm (Core), Chain Lightning, Ice and Fire, Magical Mansion, Mystic Silk Coat, Spellbook, Unwrapped Harmony (Loot), Acadamae Scholar, Acadamae Student,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Hot Springs
    Hero Points: 2
    Paizo merch reroll: Available
    NOTES:
    Available Support: Magical Mansion available for healing

    Acadamae Student: On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Protection (Core), Fire Snake, Coordinated Blast, Create Mindscape, Mistform, Deathgrip (Loot)
    Recharged: Qasin, Ghost Battling Ring, Arcane Robes, Bound Imp, Locate Object,
    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]

  • During This Adventure: The scourge die is 1d8.
    When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor (proxy with Tablet of Languages Lost).
    If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    To win, close all but 2 locations.

    Closed Locations Count: 1 (8 required to win)

    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
    8. Curse of the Sphinx

    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.

    Curse of the Sphinx (3 copies)

    Spoiler:
    Curse of the Sphinx
    Scourge 4
    Traits: Curse Sphinx
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.

    Story Banes:

    Thmei (Closing Henchman)

    Spoiler:
    Thmei
    MM Henchman 4
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Armband of the Golden Serpent from the box, then you may immediately attempt to close the location this henchman came from.

    2x Calikang (Non-Closing Henchman)

    Spoiler:
    Calikang
    None Henchman 4
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    2x Ratfolk Plaguebringer (Non-Closing Henchman)

    Spoiler:
    Ratfolk Plaguebringer
    None Henchman 4
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.

    5x Random Monsters

    Summons:

    Acid Pool (Summon)
    Spoiler:
    Acid Pool
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Aghash (Summon)

    Spoiler:
    Aghash
    MM Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    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.

    Forgotten Pharaoh Cultists (Summon)

    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.

    Giant Sand Eel (Summon)

    Spoiler:
    Giant Sand Eel
    MM Henchman B
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle this card into a random open location and discard a card.
    If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

    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.

    Warrior Dolls (Summon)

    Spoiler:
    Warrior Dolls
    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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:

    Blessing of Wadjet (Blessing 0)
    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.

    Detect Undead (Spell 1)

    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.

    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.

    Ghost Battling Ring (Item 0)

    Spoiler:
    Ghost Battling Ring
    MM Item C
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Mystic Silk Coat (Armor 2)

    Spoiler:
    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.

    Qasin (Ally 2)

    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.

    1x Spell 1
    1x Armor 2
    1x Item 0
    1x Ally 2
    1x Ally 0
    1x 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:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Monster 3

    Spoiler:
    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.

    Monster 4

    Spoiler:
    Girtablilu Ranger
    MM Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Steel Scorpion
    MM Barrier 4
    Traits: Trap Lock Poison
    To Defeat: Dexterity Disable Stealth 10 OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.

    Barrier 2

    Spoiler:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Barrier 3

    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 4

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

    Barrier 5

    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Fate Blade
    MM Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

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

    Weapon 5

    Spoiler:
    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.

    Random Spells:

    Spell 1
    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 2

    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 3

    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 4

    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 5

    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.

    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:
    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.

    Armor 3

    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 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:
    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.

    Random Items:

    Item 1
    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 2

    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.

    Item 3

    Spoiler:
    Soul Stimulant
    MM Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Item 4

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

    Item 5

    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.

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    Neb-at
    MM Ally 1
    Traits: Human Smuggler
    To Acquire: Charisma Diplomacy 6
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Dredge
    MM Ally B
    Traits: Halfling Rogue Aspis
    To Acquire: Charisma Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    Ally 4

    Spoiler:
    Hearth Elemental
    MM Ally 4
    Traits: Elemental Fire
    To Acquire: See Below None
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Ally 5

    Spoiler:
    Khelru
    MM Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then 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 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 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 4

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    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 5

    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: 5 Aric/勝20100

    Hour: Blessing of Maat:
    Blessing of Maat
    MM Blessing 2
    Traits: Divine Maat Healing
    To Acquire: Divine 6
    OR ConstitutionFortitude 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: 25

    Hourglass:

    Turn 6 Raz/eddiephlash

    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 Zelhara/Nathan Davis

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

    Turn 8 Reiko/zeroth_hour

    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.

    Turn 9 Seoni/EmpTyger

    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 10 Ezren/Abraham Z.

    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 11 Aric/勝20100

    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 12 Raz/eddiephlash

    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 13 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Turn 14 Reiko/zeroth_hour

    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 15 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 16 Ezren/Abraham Z.

    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 17 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 18 Raz/eddiephlash

    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 19 Zelhara/Nathan Davis

    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 20 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 21 Seoni/EmpTyger

    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 22 Ezren/Abraham Z.

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Turn 23 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 24 Raz/eddiephlash

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 25 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Maat
    MM Blessing 2
    Traits: Divine Maat Healing
    To Acquire: Divine 6
    OR ConstitutionFortitude 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 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 27 Seoni/EmpTyger

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 28 Ezren/Abraham Z.

    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.

    Turn 29 Aric/勝20100

    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 30 Raz/eddiephlash

    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.

    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: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Seoni/EmpTyger, Create Mindscape
    Notes: Ubashki Swarm

    Create Mindscape (Displayed):
    Create Mindscape
    UM Spell 2
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9 OR Perception 7
    Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.
    When this location is closed, if you do not have the either the Arcane Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.
    Hot Springs Card 1:
    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.
    Hot Springs Card 2:
    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.
    Hot Springs Card 3:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you play a weapon, discard it.

    Oasis
    At This Location (Open): When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Oasis Card 1:
    Tekenu
    MM Monster 2
    Traits: Undead Elite
    To Defeat: Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Oasis Card 2:
    Miau Pakhet
    MM Ally P
    Traits: Catfolk Bard Gambling
    To Acquire: CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.
    Oasis Card 3:
    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.
    Oasis Card 4:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    Oasis Card 5:
    Thmei
    MM Henchman 4
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Armband of the Golden Serpent from the box, then you may immediately attempt to close the location this henchman came from.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Oasis Card 6:
    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.
    Oasis Card 7:
    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.
    Oasis Card 8:
    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.
    Oasis Card 9:
    Eruption
    MM Spell 4
    Traits: Magic Arcane Divine Attack Electricity Fire
    To Acquire: Intelligence Arcane Wisdom Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Oasis Card 10:
    Elder Ifreeti
    MM Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.

    Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Scorched Obelisk 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.
    Scorched Obelisk Card 2:
    Shattertouch Shotel +2
    MM Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
    Scorched Obelisk Card 3:
    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 or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scorched Obelisk Card 4:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 5:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 6:
    Ratfolk Plaguebringer
    None Henchman 4
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 8:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 9:
    Steel Ibis Lamellar
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Scorched Obelisk Card 10:
    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.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.

    Sulfur Pits
    At This Location (Open): For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/勝20100, Zelhara/Nathan Davis

    Sulfur Pits Card 1 (Falcon Crown):
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Sulfur Pits Card 2:
    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.
    Sulfur Pits Card 3:
    Brain Ooze
    MM Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 4:
    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 or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Sulfur Pits Card 5:
    Ratfolk Plaguebringer
    None Henchman 4
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 6:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 7:
    Enchanter
    MM Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: For your checks that have the Acid trait, add a die.
    Sulfur Pits Card 8:
    Shocking Chest
    MM Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Location: For your checks that have the Acid trait, add a die.

    Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    At This Location (Closed): No effect.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Windswept Chasm Card 1:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 2:
    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.
    Windswept Chasm Card 3:
    Acid Splash
    MM Spell B
    Traits: Magic Arcane Acid Attack
    To Acquire: Intelligence Arcane 4
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Windswept Chasm Card 4:
    Shield Cloak
    MM Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Windswept Chasm Card 5:
    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.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 6:
    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.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 7:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All damage dealt is Electricity damage.
    Windswept Chasm Card 8:
    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.
    Windswept Chasm Card 9:
    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.
    Windswept Chasm Card 10:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Volcanic Vents
    At This Location (Open): All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash

    Volcanic Vents Card 1:
    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.
    Volcanic Vents Card 2:
    Mummified Sphinx
    MM Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.
    Volcanic Vents Card 3:
    Fiendish Sphinx
    MM Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
    Volcanic Vents Card 4:
    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.
    Volcanic Vents Card 5:
    Whip of Centipedes
    MM Spell 4
    Traits: Magic Arcane Divine Attack Poison
    To Acquire: Intelligence Arcane Wisdom Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Volcanic Vents Card 6:
    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.
    Volcanic Vents Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.
    Volcanic Vents Card 8:
    Ice Elemental
    MM Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: All monsters are immune to Poison.

    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: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Shifting Dunes Card 1:
    Zereletan
    MM Ally 4
    Traits: Aberration Naga
    To Acquire: Charisma Diplomacy 11 OR Combat 15
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.
    Shifting Dunes Card 2:
    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.
    Shifting Dunes Card 3:
    Wand of Scorching Ray
    MM Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Shifting Dunes Card 4:
    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.
    Shifting Dunes Card 5:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Shifting Dunes Card 6:
    Deathgrip
    MM Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Shifting Dunes Card 7:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Shifting Dunes Card 8:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Shifting Dunes Card 9:
    Eternal Captives
    MM Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Shifting Dunes Card 10:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.

    Howling Sands
    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: Reiko/zeroth_hour

    Earthworks
    At This Location (Open): On your check that has the Electricity trait, remove any 1 die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 2:
    Pard
    MM Ally C
    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.
    Earthworks Card 3:
    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

    Earthworks Card 4:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 5:
    Girtablilu Ranger
    MM Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 6:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 7:
    Scarab Sand
    MM Item 3
    Traits: Object Alchemical Mummy
    To Acquire: Intelligence Craft Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.
    Earthworks Card 8:
    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.
    Earthworks Card 9:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Location: On your check that has the Electricity trait, remove any 1 die.
    Earthworks Card 10:
    Alchemist's Shield
    MM Armor 2
    Traits: Shield Offhand Alchemical
    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.

    Thornscrub
    At This Location (Open): Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Thornscrub Card 1:
    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.
    Thornscrub Card 2:
    Elder Ice Elemental
    MM Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 3:
    Calikang
    None Henchman 4
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 4:
    Spellbottle
    MM Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
    Thornscrub Card 5:
    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.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 6:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Thornscrub Card 7:
    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.
    Location: Banes that have the Poison trait may not be evaded.
    Thornscrub Card 8:
    Ghoul
    MM Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
    Thornscrub Card 9:
    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.
    Thornscrub Card 10:
    Carrion Golem
    MM Monster 2
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.


    I do not see how Zelhara managed to add the Acid trait to her check to acquire Mace of Ruin. Removing the d6 from the mis-applied location power would turn the check into a failure, so that is what I went ahead with for the above update (mace banished instead of acquired). Zelhara needs to either update her hand to reflect lack of mace, or inform me of what I missed in terms of getting the location power to apply to that check. Retconning that the blessing was not spent or that something else was spent (provided it doesn't interfere with the above turns) is acceptable as well.


    Male Human Vigilante Deck Handler

    Receive Scorpion Whip from Zelhara.

    Advance the hour: Blessing of Maat.
    Switch to Red Raven.

    Move: Shifting Dunes.
    Use power to examine location top card: Shifting Dunes 1 is Zereletan.
    Switch to Aric.

    Explore and encounter examined Zereletan.
    Recharge Shy Ratani to add a d8.
    Diplomacy 11: 1d10 + 6 + 1d8 ⇒ (8) + 6 + (1) = 15
    Acquired.
    Use Aric power to examine top card of location after acquiring a boon: Shifting Dunes 2 is Dagger of Doubling.
    Switch to Red Raven.

    Discard Zereletan to explore, encountering examined Shifting Dunes 2.
    Dexterity 10: 1d10 + 3 ⇒ (7) + 3 = 10
    Acquired.

    Discard Psychic Detective to examine location: Shifting Dunes 3 is Wand of Scorching Ray. Switch to Aric after examining.
    Choose to explore
    Intelligence 8: 1d8 + 2 ⇒ (7) + 2 = 9 Did not exceed difficulty by 6 or more, so banish Seoni’s Curse of Poisoning.
    Acquired.
    Use Aric power to examine after acquiring: Ubashki. Replace Tooled Crocodile Skin for kit’s Dandy Brute.

    Discard Eando Kline to explore, using Aric power to recharge him instead.
    Bury Shadowless Sword to acquire Ubashki.
    Use Aric power to examine after acquiring: card 5 is Lightning Storm.

    Discard Dandy Brute to explore, recharging it by using Aric power.
    Lightning Storm is displayed at location.

    Discard Sorrowsoul to explore location, recharging it by using Aric power.
    Shifting Dunes Card 6 is the spell Deathgrip.
    Intelligence 8: 1d8 + 2 ⇒ (2) + 2 = 4 Sorrowsoul add 1 due to rolling a 2 but that’s still not enough.
    Boon banished.

    Shifting Sands has 4 cards left: 1 barrier, 2 monsters and 1 henchman/villain.

    End of turn:
    - reset hand, draw 3 cards

    Aric starts looking into the shifting dunes trying to find a path through the tribes there, letting The Red Raven do some scouting. He manages to find some allies, barter a bit for various items and weapons. He then gets a warning about bad weather, a lightning storm is approaching.

    Aric at Shifting Dunes wrote:

    Aric Hand Size 7: Mask of the Red Raven (Item), Scorpion Whip (Weapon), Dagger of Doubling (Weapon), Ubashki (Ally), Vreva Jhafae (Ally), Shark Skin Armor (Armor), Blessing of the Midnight Lord (Blessing)

    Deck: 14 Discard: 2 Buried: 1
    Notes: You can use my cards if needed (including the blessings)
    Kit: Shadowless Sword 2 (Weapon), Tooled Crocodile Skin (Armor), Hand of the Honest Man (Loot Item)

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

    Powers
    Hand Size 6 ☑ 7
    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 ☑ +3
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2
    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 ☑ or when you defeat a monster, 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

    If Zelhara ends at my location I can give her dagger of doubling if she wants.


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    It has been a bit since I've played Raz, but I'm excited to do so again! Start turn. Hour of the Ancients. Explore Vents card 1: Blessing of the Elements.
    Str 6: 1d8 + 3 ⇒ (1) + 3 = 4 Good start!

    Discard Mighty Steed to move to Sulfur pits and explore the Falcon Crown there. Use character power to use Diplomacy to acquire. Reveal Kabuto Helmet.
    Diplo 10: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14 Acquired!

    Display Four Mirror Armor. End turn. Reset hand, discarding Falcon Crown, and drawing 2.

    Raz wrote:

    Hand: Kabuto Helmet, Mass Cure, Belt of Charging, Retriever, Shieldsplitter Lance,

    Displayed: Four-Mirror Armor,
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 2
    Shirt reroll: available
    NOTES:
    Available Support: Mass Cure available, sad I drew it so early
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this, with Lance + Belt giving 3d8 + 6, plus discard from deck for another d6+1
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

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

    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []

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