Dresdarro |
Hour of the Sandstorm
hahahah nothing is easy!
Random location - Ezren: 1d7 ⇒ 3 Windswept Chasm
Random location - Aric: 1d7 ⇒ 2 Towering Obelisk
Random location - Raz: 1d7 ⇒ 5 Sulfur Pits
Random location - Mavaro: 1d7 ⇒ 3 Windswept Chasm
Random location - Reiko: 1d7 ⇒ 5 Sulfur Pits
Random location - Seoni: 1d7 ⇒ 6 Volcanic Vents
Moved to Windswept Chasm by Sandstorm.
Back to Hour of Ra
Start of turn, Lightning Storm: 1d4 ⇒ 2 2 Electricity Damage. Reveal Steel Ibis Lamellar reduces Electricity damage to 0
Free explore and encounter Acid Pool
Discard Seoni's Blessing of Pharasma
Survival Knowledge 9+4: 1d8 + 4 + 1d6 + 1d8 ⇒ (4) + 4 + (6) + (4) = 18 Banished
To Close: Discard hand. WIN!
As the Sand Kraken fell against the party's combined wits, talent, and fighting ability, a great wind erupted for its flailing body sending everyone across the Mana Wastes.
When Mavaro began to be able to make out where he was, just he and Ezren were left, but in a chasm...in a raging lightning storm. A flash of electricity crashed into Mavaro from above, but his salvage armor continued to protect him.
Mavaro tuned into the spirit of his wayfinder and began to lead Ezren out of this place, avoiding a deadly acid pool. Now to find of the rest of his crew...
BR skizzerz |
Development
“That’s the last of them,” shouts Ashasar as you reunite under a shower of glowing hail. He turns toward the storm’s heart, plants one hand on the ground, and holds one toward the sky. Across the miles-wide area, the disks begin to glow, and the storm begins to slowly dissipate.
You run over to congratulate Ashasar, only to find him shaking. His veins stand out with sickly purple energy and he coughs teal smoke as he stands with some difficulty. Then he points toward the east. On the horizon, you can see winged figures flying your direction.
Your efforts have not gone unnoticed.
Reward
Each character gains 1 XP and a Hero Point.
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in his deck with the spell Elemental Skin and 1 character may temporarily replace 1 spell in her deck with the spell Eruption. At the end of each scenario, return these spells to the game box.
Acquired Cards
Acid Splash (Spell 0)
Advocate's Armor (Armor 3)
Basif Iosep (Ally 2)
Blessing of Isis (Blessing 3) x3
Blessing of Maat (Blessing 2)
Blessing of Pharasma (Blessing 0)
Burglar's Buckler (Armor 1)
Channel the Gift (Spell 4)
Dagger of Doubling (Weapon 3)
Day Star Half-Plate (Armor 3)
Deliquescent Gloves (Item 3)
Elemental Mastery (Spell 3)
Fate Blade (Weapon 4)
Idorii (Ally 1)
Knock (Spell 1)
Library Curator (Ally 3)
Mace of Ruin (Weapon 4)
Mistform (Spell 3)
Osirion Ancestor (Ally 0)
Pillar of Life (Spell 4)
Shield Cloak (Armor 1)
Silken Ceremonial Armor (Armor 4)
Smite Abomination (Spell 4)
Stained Glass Elemental (Ally 0)
Steel Ibis Lamellar (Armor 4)
Weapon 443
Spell 4443310
Armor 443311
Ally 32100
Item 3
Blessing 33320
BR skizzerz |
4-4C: Riddles of Ruin
Your attention is split between assessing Ashasar’s dire condition and watching a quartet of winged humanoids swoop down to alight nearby. Each one’s upper body resembles a tattooed human with feathered wings sprouting from his shoulders. Their powerful feline legs land softly in the sand, and their tufted tails twitch anxiously as they look first at you and then at each other. You have heard of these desert natives before: maftets, dwellers in Garund’s lost cities.
One approaches confidently and speaks. “Your friend has calmed the storm. That is no easy feat.” The other maftets look at the wheezing Ashasar with respect. The geniekin tries to respond, only to expel a series of floating bubbles that pop and release his words in a disjointed chorus. The lead maftet scowls. “Whatever he did came at a cost, and he now suffers a powerful spellblight. I am Erayu. Come. We can provide some treatment.”
The maftets help you carry Ashasar east, explaining that their tribe has lived among the ruins of an ancient Nexian fortress for generations. A month ago, a sphinx arrived, promising enlightenment to any who could help her solve the Riddle of Koth’Vaul. The tribe fractured. Some offered their service; others wished nothing of her puzzle. The more the maftets helped solve the sphinx’s conundrum, the more her appearance changed, and each breakthrough left her more feral, ferocious, and driven. Likewise, her disciples became more combative as they mapped out impossibly complex patterns in the land to unravel the riddle. At last, the other maftets fled, fearing what their kin had become.
Koth’Vaul? You recognize the name of the fiend that was working with Muhlia al-Jakri. You suspect that whatever riddle Koth’Vaul provided the sphinx, it’s responsible for her transformation and the maftets’ distress. What’s worse, you think the maftets’ home is worryingly close to where al-Jakri hid the Atramentous Eye. Hoping to learn more, you leave Ashasar in your new friends’ care and set out to study these ruins.
BR skizzerz |
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 building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
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
See the Additional Rules spoiler for rules about Scourges and the Scourge Table.
Curse of Poisoning (8 copies)
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)
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)
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)
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)
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)
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)
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.
Userib (Villain)
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Lamia Sisters (Closing Henchman)
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal (Closing Henchman) x6
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool (Summon)
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)
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)
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)
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)
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)
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)
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)
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)
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: 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.
Altar of Riddles
At This Location (Open): At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Garden of Symmetry A
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Garden of Symmetry B
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Garden of Symmetry C
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Garden of Symmetry D
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Garden of Symmetry E
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Garden of Symmetry F
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Raz the Noble |
Will take my customary visit to Sunburst Market, swapping out my Blessing of Gozreh for a Camel. Start at one of the Gardens without anybody else.
Hand: Mountain Pattern Armor, Blessing of Maat, Mass Cure, Mace of Ruin, Four-Mirror Armor, Ebon Thorn,
Displayed:
Deck: 20 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 monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
Inquisitor Zelhara |
Zelhara is coming on this scenario. Going to Ghoul Market and Sunburst Market
zeroth_hour's Reiko |
Examination is a liability, so Wayfinder is likely swapped. Taking Sun Falcon Pects for sure, and swapping out Gozreh for another blessing for sure, Anubis would be useful, but probably actually going for something like Thoth. I'll determine other swaps once I see the stuff.
Going to Sunburst and Ghoul, since Cultist and Userib both deal damage on overshoot.
I recommend everyone start at the Altar for the free examine and grab, but it's up to you. That's what I'll be doing at least.
BR skizzerz |
Traders
Agymah
Offers: Arcane Spells
Trade Cost: 2 boons (3 without 4-3E reward)
Visiting: Ezren
MM Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
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.
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Auction House
Offers: Allies
Trade Cost: 2 boons
Visiting: Aric
MM Ally 4
Traits: Elemental Fire
To Acquire: See Below
You may automatically acquire this card; if you do, you are 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.
MM Ally 3
Traits: Human Rogue Aspis
To Acquire: Charisma Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Ghoul Market
Offers: Armor
Trade Cost: 1 boon (2 without 4-2E reward)
Visiting: Seoni, Zelhara, Reiko
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
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 by 5; you may succeed at a Craft 9 check to recharge it instead.
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.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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 to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Sunburst Market
Offers: Level 0 boons
Trade Cost: 1 boon
Visiting: Raz, Zelhara, Reiko
Aric - 勝20100 |
Weapon 4 deck upgrade: replace Menacing Backsword +1 by Sawtooth Sabre +2.
Nothing useful for Aric at the Auction House.
As this is a siege, Aric will go at one of the Garden of Symmetry where no else is. Unless no one else wants to go to Walled Oasis.
Usual loot: Hand of the Honest Man instead of Candle of Comity.
Aric Hand Size 7: Blessing of Bastet (Blessing), Shark Skin Armor (Armor), Sorrowsoul (Ally), Wayfinder (Item), Shadowless Sword (Weapon), Elyana (Ally), Blessing of Maat (Blessing)
Deck: 12 Discard: 0 Buried: 0
Notes: You can use my cards if needed (including the blessings)Unused reroll in 4-4C
Kit: Bloodbound Hat (Item), Tooled Crocodile Skin (Armor), Eando Kline (Ally)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 +3Powers
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:5The 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 d4Powers
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
Inquisitor Zelhara |
Loot Replacements
Scarab Brooch Replaces Wayfinder
Scorpion Whip Replaces Sai
Blessing of Maat Replaces Blessing of Moloch
Market Replacements
Ghoul Market: Khamsin Coat Replaces Vestments of Authority
Sunburst Market: Mahga Threefingers Replaces Ring of Elemental Command
Starting at Altar of Riddles
Hand: Scorpion Whip (Loot), Swipe, Blade Lash, Mahga Threefingers, Hangman's Noose, Blessing of Zon-Kuthon,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Blessing available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
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.
zeroth_hour's Reiko |
Trades:
Wayfinder -> Sun Falcon Pects
Headband of AC -> Advocate's Armor (Ghoul)
Crown of CHA -> Golden Serpent Armband
Blessing of Gozreh -> Blessing of Thoth
Sage -> Blessing of the Elements (Sunburst)
"
Hand: Blessing of Abadar, Shozoku of the Night Wind, Double Chicken Saber +1, Blessing of the Quartermaster A, Blessing of the Quartermaster B,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4
Mat Reroll: unused
NOTES:
Available Support: Blessing usable. Use Sacred Candle against any Blessing #
Other: I'm Reiko (not very talkative)
Middle of Deck (Unknown Order): Golden Serpent Armband (traded), Reveler, Boots of Elvenkind, Sun Falcon Pectoral (traded), Defending Sansetsukon +1, Materialize, Advocate's Armor (traded), Splashbolt Crossbow, Old Salt, Swipe, Sacred Candle#Core, Blessing of Thoth (traded), Silver Balladeer, Blessing of the Elements (traded), Kusarigama
Recharged:
Discard Pile:
Buried Pile:
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
Arcane: Charisma +2
Favored Card: Weapon or Poison card
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Poison, Arcane
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."" ([X] 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.
Seoni-EmpTyger |
Hero Point: Skill Feat: CHA+4
Upgrading Spell 2 Safe Harbor into Spell 4 Wall of Fire
Ghoul Market: Trading Blessing 3 of Gozreh for Armor 4 Steel Ibis Lamellar
Replacing Coordinated Blast with Loot Symbol of Pain
Starting at Altar of Wishes
Seoni felt a warmth spread through her skin, ready to radiate outward at her command. The sorcerer had tapped into the raw power of the Mana Wastes, and her magic would never be the same. Trading her rainwear for a more battle-suitable lamellar, she followed the party towards the sphinxes' altar.
Hand: Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Game of Afterlife (banish to recovery to banish displayed curse), Gem of Mental Acuity, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Fire Snake,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Binder's Tome; Game of Afterlife; Neferekhu
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 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: 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.
[X] 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
BR skizzerz |
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 building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
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
See the Additional Rules spoiler for rules about Scourges and the Scourge Table.
Curse of Poisoning (8 copies)
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)
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)
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)
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)
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)
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)
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.
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.
Userib (Villain)
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Lamia Sisters (Closing Henchman)
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal (Closing Henchman) x6
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool (Summon)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Monster 1
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 2
MM Monster 2
Traits: Undead Elite
To Defeat: Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Monster 3
MM Monster 4
Traits: Undead Swarm
To Defeat: Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
Monster 4
MM Monster 3
Traits: Dragon Electricity
To Defeat: Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Monster 5
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 during 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 does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Barrier 1
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.
Barrier 2
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
Barrier 3
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
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 or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Barrier 5
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.
Weapon 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 2
MM Weapon P
Traits: Axe Book Ranged Bludgeoning Magic Arcane
To Acquire: CharismaMelee 13
For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon 3
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Weapon 4
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.
Weapon 5
MM Weapon 2
Traits: Sling Ranged Bludgeoning Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Spell 1
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
MM Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Spell 3
MM Spell 2
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 4
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 use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal 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.
Spell 5
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 on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor 1
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 play another armor.
Armor 2
MM Armor 2
Traits: Clothing Light Armor Alchemical
To Acquire: Constitution Fortitude Intelligence Craft 7
Discard this card 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 draw it
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 card instead.
Armor 3
MM Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
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.
Item 2
MM Item B
Traits: Liquid Alchemical
To Acquire: IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Item 3
MM Item 1
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude 4 OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
Item 4
MM Item 4
Traits: Object Magic Anubis
To Acquire: Charisma Diplomacy Stealth 11
On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
On your combat check, recharge this card to add 1d4 and the Poison check.
Item 5
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, add 1d8 plus twice the scenario's adventure deck number instead.
Ally 1
MM Ally 2
Traits: Human Druid Veteran
To Acquire: Divine 7 OR Charisma Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Ally 2
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 deck. Then you may explore your location.
Ally 3
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 4
MM Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
Recharge this card to add 1 die to any Diplomacy check.
Recharge this card to add 1 die to a check to acquire an item by a character at your location.
Discard this card to explore your location.
Ally 5
MM Ally 1
Traits: Half-Elf Alchemist Hireling Aspis
To Acquire: Intelligence Craft Charisma Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
Blessing 1
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 2
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
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 4
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 deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 5
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 Reiko/zeroth_hour
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.
Cards Remaining in Hourglass: 29
Turn 2 Seoni/EmpTyger
MM Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 3 Ezren/Abraham Z.
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn 4 Aric/勝20100
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 deck, 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 Raz/eddiephlash
MM Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 6 Zelhara/Nathan Davis
None
Favor 4
Traits:
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 7 Reiko/zeroth_hour
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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn 8 Seoni/EmpTyger
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, put them back in any order, then 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 9 Ezren/Abraham Z.
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 deck, 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
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 Raz/eddiephlash
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 Zelhara/Nathan Davis
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn 13 Reiko/zeroth_hour
MM Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 14 Seoni/EmpTyger
MM Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn 15 Ezren/Abraham Z.
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 deck, 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 Aric/勝20100
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 deck, 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 17 Raz/eddiephlash
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 18 Zelhara/Nathan Davis
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 Reiko/zeroth_hour
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 any 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 20 Seoni/EmpTyger
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn 21 Ezren/Abraham Z.
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 22 Aric/勝20100
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 any 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 Raz/eddiephlash
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 deck, 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 24 Zelhara/Nathan Davis
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Turn 25 Reiko/zeroth_hour
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 26 Seoni/EmpTyger
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 27 Ezren/Abraham Z.
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 28 Aric/勝20100
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 29 Raz/eddiephlash
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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 30 Zelhara/Nathan Davis
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Altar of Riddles
At This Location (Open): At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Abraham Z., Reiko/zeroth_hour, Seoni/EmpTyger, Zelhara/Nathan Davis
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 or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
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.
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 deck, 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.
MM Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
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.
MM Ally 1
Traits: Half-Elf Fighter
To Acquire: Melee Charisma Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
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.
MM Weapon 4
Traits: Sword Melee Slashing Magic Finesse
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
MM Barrier 4
Traits: Trigger Obstacle Sphinx
To Defeat: Dexterity Stealth Perception Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Location: Damage dealt to you is also dealt to a random other character at this location. (This means if undefeated, a random other local character suffers 1d4 damage from the location in addition to the 1d4 damage from the bane itself.)
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 the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
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.
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.
Discard this card to add 1 die, 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.
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.
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an 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: Damage dealt to you is also dealt to a random other character at this location.
MM Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
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 this check, you may discard this card to reroll the dice; take the new result.
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 another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
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.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: Damage dealt to you is also dealt to a random other character at this location. (This means if the result of your check exceeds 27, after acting a random other local character suffers 1d4 damage from the location in addition to the 1d4 damage from the bane itself.)
Garden of Symmetry A
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Raz/eddiephlash
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude Knowledge Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry B
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Aric/勝20100
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 this check, you may discard this card to reroll the dice; take the new result.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 attempt a check, recharge a card for each die that has an odd result.
MM Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to your location.
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.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry C
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 any 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.
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 attempt a check, recharge a card for each die that has an odd result.
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, you may 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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, and must first choose allies to discard as damage, if he has any.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry D
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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 attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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, and must first choose allies to discard as damage, if he has any.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 proficient with weapons, the difficulty of this check is increased by 4.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry E
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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: When you attempt a check, recharge a card for each die that has an odd result.
MM Armor P
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 burying or banishing it.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry F
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Weapon 3
Traits: Sword Melee Slashing Finesse Magic
To Acquire: Strength Melee 11
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 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: When you attempt a check, recharge a card for each die that has an odd result.
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: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Discard this card to add 2 dice to any 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to 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 it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
zeroth_hour's Reiko |
"Out of Turn Updates: None
Turn Order: Seoni, Ezren, Aric, Mavaro Zelhara, Reiko
Turn: 1 - Blessing of Khepri [/ooc]
SOT: Choose Blessing and examine the top. I trigger Insanity Mist. Which is not great, but probably good that I trigger it.
Use BotQ A (Abadar doesn't work as this is not a CtD)
Dexterity 11: 2d10 + 2 ⇒ (5, 10) + 2 = 17
Give Card: None
Move: Stay at Altar
Explore: Explore the Insanity Mist and display it. Seoni has Neferkhu which will help. The other blessings are too useful to use for exploring, so stopping here.
EOT: End Turn and Reset hand
"
Hand: Blessing of Abadar, Shozoku of the Night Wind, Double Chicken Saber +1, Blessing of Thoth (traded), Blessing of the Quartermaster B,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4
Mat Reroll: unused
NOTES:
Available Support: Blessing usable. Use Sacred Candle against any Blessing #
Other: I'm Reiko (not very talkative)
Middle of Deck (Unknown Order): Materialize, Boots of Elvenkind, Swipe, Splashbolt Crossbow, Reveler, Sun Falcon Pectoral (traded), Advocate's Armor (traded), Kusarigama, Old Salt, Sacred Candle#Core, Blessing of the Elements (traded), Silver Balladeer, Golden Serpent Armband (traded), Defending Sansetsukon +1
Recharged: Blessing of the Quartermaster A,
Discard Pile:
Buried Pile:
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
Arcane: Charisma +2
Favored Card: Weapon or Poison card
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Poison, Arcane
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."" ([X] Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.
Summary
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: Altar of Wishes 1
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"
zeroth_hour's Reiko |
Forgot the EoT examine. It's a Blessing of Abadar. Also forgot to declare, so I'm just going to shuffle it in.
Seoni-EmpTyger |
Hourglass 2: Pharasma o'clock
Altar of Riddles: Guessing blessing
Shuffled Altar of Riddles: 1d9 + 1 ⇒ (6) + 1 = 7
Examining Altar of Riddles 7: Cultist of Areshkagal
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal triggers. Revealing Neferekhu
WIS 8: 3d6 ⇒ (6, 3, 2) = 11
Neferekhu: Revealing Binder's Tome
Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (8) + 5 + (1) = 14
The altar had a simple question on it: "Whence madness?"
"From the gods, perhaps?" wondered Seoni. Neferekhu had a grimmer answer: "From the Demon Lord of Riddles."
Insanity Mist: Revealing Neferekhu
WIS 10: 3d6 ⇒ (3, 3, 1) = 7
Banishing Game of Afterline to recovery to reroll the 1
WIS 10: 6 + 1d6 ⇒ 6 + (5) = 11
Neferekhu: Revealing Binder's Tome
Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (1) = 10
Insanity Mist is banished
Seoni suspected Neferekhu was correct, and felt a surge of panic. But she quickly recovered. "Everyone, back away from the altar!" From a safe distance, she could recognize the mist, and realized that the trap was the source of her panic. And that was easy enough to avoid. "Checkmate, Areshkagal."
Exploring Altar of Riddles 7: Cultist of Areshkagal
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Revealing Neferekhu
WIS 8: 3d6 ⇒ (6, 5, 1) = 12
Neferekhu: Revealing Binder's Tome
Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15
Discarding Gem of Mental Acuity as an Attack Force Magic spell, recharging Blessing of Pharasma matching hour
Combat 19 (28): 3d12 + 6 + 1d6 + 1 ⇒ (5, 6, 1) + 6 + (4) + 1 = 23
Cultist of Areshkagal is banished.
Closing Altar of Riddles: Revealing Neferekhu
Knowledge 10: 3d8 + 3 ⇒ (3, 1, 7) + 3 = 14
Neferekhu: Revealing Binder's Tome
Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (11) + 5 + (1) = 17
Altar of Riddles is closed
The sorcerer didn't need to get close to the altar to defeat the cultist maintaining it. With Pharasman precision, Seoni launched a volley of magic missiles. "You want to know what madness is?" she taunted the dying sphinx. "Thinking that serving a demon lord was a good idea."
Ending turn.
Recovery:
INT 8: 1d8 + 1 ⇒ (8) + 1 = 9
Game of Afterlife is recharged.
Resetting hand
Hand: Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Life Drain, Chronicler, Blessing of Maat (discard for +3 or -3 after roll/discard to replace all noncombat dice with d8s), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Fire Snake,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of Maat
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Binder's Tome; Neferekhu
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 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: 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.
[X] 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:
Altar of Riddles 1, 7 are banished.
Altar of Riddles is closed.
Ezren Z. |
It is the hour of Horus
Start of Turn: no cards at (closed) Altar of Riddles so the location power is irrelevant
Move: Garden of Symmetry C
Location Power: When you attempt a check, recharge a card for each die that has an odd result.
Banish Bound Imp to Recovery to draw two cards
Display Create Mindscape at Garden C
Free explore:
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
BYA Int 8, spellbook, mindscape: 1d12 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (4) + (2) = 12
Location Power: no odd die rolls so no effect
Send Eruption to Recovery
Combat 19: 1d12 + 6 + 4d6 ⇒ (4) + 6 + (3, 4, 3, 3) = 23 banished
Location Power: recharge 3 cards - Spellbook, Arcane Robes, and Akhentepi's Armor
AYA not triggered
When Closing: Recharge 2 cards of the same type: recharge Magical Mansion and Locate Object (both Spells).
Garden of Symmetry C is closed
Create Mindscape goes to Recovery
End turn
Location: When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile: choose not to roll.
Scenario Power: At the end of your turn, choose a type of boon, then examine the top card of your location deck. No cards remaining at location so not relevant.
Recovery Phase:
Recharge Bound Imp? Arcane 8: 1d12 + 6 ⇒ (3) + 6 = 9
Recharge Eruption? Arcane 13: 1d12 + 6 ⇒ (1) + 6 = 7
Recharge Create Mindscape? Arcane 11: 1d12 + 6 ⇒ (10) + 6 = 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: reveal Channel the Gift to make hand size 10
Reset Hand
Hand: Ice and Fire, Channel the Gift, Fire Snake, Mirror Image, Chain Lightning (Core), Elemental Skin, Ring of Protection (Core), Acadamae Student, Unwrapped Harmony, Acadamae Scholar,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Current Location: Garden of Symmetry C
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a non-level 0 boon of the same type from the box (courtesy of Ezren's Transmogrifier power)
Middle of Deck (Unknown Order): Channel the Gift (Agymah)
Recharged: Spellbook, Arcane Robes, Akhentepi's Armor, Magical Mansion, Locate Object, Bound Imp, Create Mindscape,
Discard Pile:
Buried Pile:
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)
Aric - 勝20100 |
Aric’s turn
Advance the hourglass: Blessing of the Ancients.
Change to Red Raven. No kit use.
Move: Stay at location
Use Red Raven’s power to examine top card:
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any 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.
Switch back to Aric.
Explore and encounter examined Mistform.
Intelligence 10: 1d8 + 2 ⇒ (3) + 2 = 5
Location: 1 odd result, recharge Blessing of Bastet.
Boon banished.
Discard Elyana, use power to recharge her instead, to examine my location:
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.
Choose not to move, choose to explore.
Wisdom 6: 1d8 ⇒ 5
Discard blessing of Maat to add 3.
Location: 1 odd result, recharge Wayfinder.
Boon acquired.
Use power to examine top card of location when acquiring:
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Discard Sorrowsoul to explore, use Aric’s power to recharge him instead.
Charisma 11: 1d10 + 3 ⇒ (3) + 3 = 6
Location: 1 odd result, recharge Find Traps.
Boon banished.
End of turn:
- scenario: pick Blessing. Examine next card: Icy Longspear +1, weapon. Choose to put it at the bottom of the location
- draw 5 cards.
Aric Hand Size 7: Shark Skin Armor (Armor), Shadowless Sword (Weapon), Shy Ratani (Ally), Blessing of the Midnight Lord (Blessing), Captain’s Cutlass (Weapon), Sawtooth Sabre +2 (Weapon), Vreva Jhafae (Ally)
Deck: 12 Discard: 1 Buried: 0
Notes: You can use my cards if needed (including the blessings)Unused reroll in 4-4C
Kit: Bloodbound Hat (Item), Tooled Crocodile Skin (Armor), Eando Kline (Ally)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 +3Powers
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:5The 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 d4Powers
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
Raz the Noble |
I realized my starting hand was invalid (no allies) so discarding and drawing a new one:
Hand: Spellsword +2, Retriever, Tripartite Spear +2, Blessing of Gorum, Hatchetbird, Warhorse 1,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Start turn. Hour is Abadar. Explore card 1: Rolling Sphere. Discard top of deck for power: Flaming longsword +3. Discard Gorum to bless.
Dex 12: 2d8 + 1d6 + 1 ⇒ (3, 1) + (6) + 1 = 11 Shirt roll the d8=1Dex 12: 3 + 1d8 + 6 + 1 ⇒ 3 + (1) + 6 + 1 = 11 Request Seoni's Blessing of Maat
Sphere's new location: 1d7 ⇒ 3: Garden of Symmetry B
Location power, recharge 2 cards: Hatchetbird and Warhorse.
Discard Retriever to explore card 2: Blessing of Thoth
Divine 6: 1d6 + 2 ⇒ (4) + 2 = 6 Success! Can banish a displayed scourge.
Discard Blessing of Thoth to explore card 3: Blessing of the Ancients
Divine 6: 1d6 + 2 ⇒ (5) + 2 = 7 Success!
Location power, recharge a card: Spellsword.
Discard Blessing of the Ancients to explore card 4: Frost Sling +1. Use Diplomacy
Ranged/Diplo 6: 1d10 + 4 ⇒ (8) + 4 = 12 Success!
Exchange it for a new weapon: Greatclub +1
End turn. Choose card type: Spell. Examine next card: Userib. Dang, trigger. Discard top of deck: Blessing of Iomedae.
Divine 7: 1d6 + 2 + 1d6 + 1 ⇒ (6) + 2 + (4) + 1 = 13 Success!
Reset hand, drawing 4.
Hand: Tripartite Spear +2, Greatclub +1, Mighty Steed, Mountain Dog, Frost Lance +2, Warhorse 2,
Displayed:
Deck: 12 Discard: 6 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 monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
Raz the Noble |
Ah, Maat was unavailable as a blessing was already used. Retconning spending a hero point to reroll.
Dex 12: 2d8 + 1d6 + 1 ⇒ (1, 3) + (6) + 1 = 11
Raz the Noble |
Ok, so that means I recharge 2 for two odd rolls, will recharge the same two cards then bury my hand, which was still 3 cards. The Sphere can still go to Garden B. I'd then end my turn, still declared spell, and examined Blessing of Thoth. Reset hand, drawing 6.
Hand: Blessing of Iomedae, Mighty Steed, Mountain Dog, Frost Lance +2, Warhorse 2, Four-Mirror Armor,
Displayed:
Deck: 10 Discard: 2 Buried: 3
Hero Points: 1
Shirt reroll: used
NOTES:
Available Support:
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
BR skizzerz |
I'm assuming Raz recharges the examined Blessing of Thoth into the location instead of shuffling it in, as nothing was specified in the post.
Zelhara draws Stained Glass Elemental due to Concordance's Favor. Its spoiler is in the Acquired Cards section.
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 building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
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
See the Additional Rules spoiler for rules about Scourges and the Scourge Table.
Curse of Poisoning (8 copies)
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)
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)
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)
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)
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)
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)
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.
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.
Userib (Villain)
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Lamia Sisters (Closing Henchman)
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal (Closing Henchman) x6
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool (Summon)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Find Traps (Spell 0)
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.
Stained Glass Elemental (Ally 0)
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.
Spell 0
Ally 0
Monster 1
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.
Monster 2
MM Monster 4
Traits: Elemental Outsider Cold
To Defeat: Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Monster 3
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; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.
Monster 4
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 5
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 monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
Barrier 1
MM Barrier 2
Traits: Obstacle Lamia Elite
To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Barrier 2
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.
Barrier 3
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 with a difficulty of 8 plus the scenario's adventure deck number or 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 moves to a random other location.
Barrier 4
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, a character at your location may succeed at the check to defeat this barrier to banish this card.
Barrier 5
MM Barrier 4
Traits: Trigger Trap Arcane Magic Sphinx
To Defeat: Intelligence Knowledge Arcane Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
Weapon 1
MM Weapon 4
Traits: Mace Melee Bludgeoning Acid Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Weapon 2
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Weapon 3
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 draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Weapon 4
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 the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
Weapon 5
MM Weapon 4
Traits: Whip Melee Piercing Poison Finesse Magic
To Acquire: Strength Melee 11
When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen 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 if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.
Spell 1
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
MM Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 3
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 4
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any 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
MM Spell 3
Traits: Magic Arcane Attack
To Acquire: Intelligence Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen 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 it instead of discarding it.
Armor 1
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 3
MM Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
MM Armor 2
Traits: Clothing Light Armor Alchemical
To Acquire: Constitution Fortitude Intelligence Craft 7
Discard this card 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 draw it
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 card instead.
Armor 5
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 play another armor.
Item 1
MM Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 4
Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
Item 2
MM Item 2
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.
Item 3
MM Item 4
Traits: Accessory Attack Fire Magic
To Acquire: Intelligence Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
Item 4
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 5
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, add 1d8 plus twice the scenario's adventure deck number instead.
Ally 1
MM Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.
Ally 2
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 the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
Ally 3
MM Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
Ally 4
MM Ally 4
Traits: Undead Banshee Incorporeal
To Acquire: Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ally 5
MM Ally 2
Traits: Human Cleric
To Acquire: Charisma Diplomacy Divine Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Blessing 1
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 deck, 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
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.
Discard this card to add 2 dice to any 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
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.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
Blessing 4
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
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.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
Turn 6 Zelhara/Nathan Davis
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.
Cards Remaining in Hourglass: 24
Turn 7 Reiko/zeroth_hour
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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn 8 Seoni/EmpTyger
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, put them back in any order, then 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 9 Ezren/Abraham Z.
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 deck, 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
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 Raz/eddiephlash
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 Zelhara/Nathan Davis
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn 13 Reiko/zeroth_hour
MM Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 14 Seoni/EmpTyger
MM Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn 15 Ezren/Abraham Z.
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 deck, 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 Aric/勝20100
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 deck, 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 17 Raz/eddiephlash
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 18 Zelhara/Nathan Davis
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 Reiko/zeroth_hour
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 any 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 20 Seoni/EmpTyger
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn 21 Ezren/Abraham Z.
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 22 Aric/勝20100
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 any 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 Raz/eddiephlash
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 deck, 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 24 Zelhara/Nathan Davis
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Turn 25 Reiko/zeroth_hour
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 26 Seoni/EmpTyger
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 27 Ezren/Abraham Z.
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 28 Aric/勝20100
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 29 Raz/eddiephlash
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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 30 Zelhara/Nathan Davis
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Altar of Riddles
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, Seoni/EmpTyger, Zelhara/Nathan Davis
Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
MM Barrier 4
Traits: Trigger Obstacle Sphinx
To Defeat: Dexterity Stealth Perception Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Location: Damage dealt to you is also dealt to a random other character at this location. (This means if undefeated, a random other local character suffers 1d4 damage from the location in addition to the 1d4 damage from the bane itself.)
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 the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
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.
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.
Discard this card to add 1 die, 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.
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.
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an 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: Damage dealt to you is also dealt to a random other character at this location.
MM Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
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 this check, you may discard this card to reroll the dice; take the new result.
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 another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
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.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Location: Damage dealt to you is also dealt to a random other character at this location.
Garden of Symmetry A
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Raz/eddiephlash
MM Weapon P
Traits: Axe Book Ranged Bludgeoning Magic Arcane
To Acquire: Charisma Melee 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
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 attempt a check, recharge a card for each die that has an odd result.
MM Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude Knowledge Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry B
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Aric/勝20100
Notes: Rolling Sphere, Icy Longspear +1
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 attempt a check, recharge a card for each die that has an odd result.
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 this check, you may discard this card to reroll the dice; take the new result.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to your location.
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.
Garden of Symmetry C
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Abraham Z.
Garden of Symmetry D
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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 attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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, and must first choose allies to discard as damage, if he has any.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 proficient with weapons, the difficulty of this check is increased by 4.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry E
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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: When you attempt a check, recharge a card for each die that has an odd result.
MM Armor P
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 burying or banishing it.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
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 attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry F
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Weapon 3
Traits: Sword Melee Slashing Finesse Magic
To Acquire: Strength Melee 11
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 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: When you attempt a check, recharge a card for each die that has an odd result.
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: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Discard this card to add 2 dice to any 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to 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 it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Inquisitor Zelhara |
Hour of Concordance's Favor
Draw Stained Glass Elemental
Move to Garden of Symmetry A
Free Explore and encounter Sistrum of Bastet
Banish Swipe to Recovery to automatically acquire.
Ezren Transmogrifies it into: Mace of Ruin
Discard Mahga Threefingers to explore and encounter Blessing of the Elements
Wisdom 6: 1d10 + 4 ⇒ (1) + 4 = 5
Recharge Stained Glass Elemental to add 4 and succeed at the check.[
Location Power: Recharge Mace of Ruin
Ezren Transmogrifies it into Blessing of Osiris
Discard Blessing of Osiris to explore and encounter Cultist of Areshkagal
BYA Perception 8: 1d10 + 7 ⇒ (5) + 7 = 12
Location Power: Recharge Blessing of Zon-Kuthon
Reveal Scorpion Whip
Combat 19/27: 1d10 + 5 + 1d8 ⇒ (10) + 5 + (6) = 21 Wow! Perfect!
AYA: NA
To Close: Recharge Weapons - Scorpion Whip and Hangman's Noose
End of turn, Location Power: 1d6 ⇒ 2
Recharge Mahga Threefingers and Blessing of Osiris from discards
End of Turn Scenario Power: No Cards to examine
Recovery Swipe Divine 10: 1d10 + 5 ⇒ (9) + 5 = 14 Recharged!
That was an amazing turn! Hope I did everything right!
Hand: Hungry Ghost Monk, Shy Ratani, Blade Lash, Blessing of Wadjet, Stunning Barrier, Cult Acolyte,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: Blessing available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
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.
With Ezren's magical help, Zelhara unearths brilliant treasures until a cultist attempts to intervene. It is a surprisingly easy matter to subdue the cultist with a Scorpion Whip.
Garden of Symmetry A: Banished 1-3, Closed!
Acquired Mace of Ruin and Blessing of Osiris from Random
zeroth_hour's Reiko |
"Out of Turn Updates: None
Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
Turn: 7 - Blessing of the Ancients [/ooc]
SOT: None
Give Card: None
Move: Altar -> GoS D
Explore: Ice Storm
People will want this I think. Using BoThoth for 2 dice
Arcane 11: 3d8 + 2 ⇒ (2, 1, 3) + 2 = 8
I tried. Not rerolling this, since we have Ezren. Recharging BotQ B, then Shozoku for the effect.
EOT: End Turn and Reset hand
"
Hand: Blessing of Abadar, Golden Serpent Armband (traded), Double Chicken Saber +1, Silver Balladeer, Materialize,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 4
Mat Reroll: unused
NOTES:
Available Support: Blessing usable. Use Sacred Candle against any Blessing #
Other: I'm Reiko (not very talkative)
Middle of Deck (Unknown Order): Defending Sansetsukon +1, Blessing of the Elements (traded), Sacred Candle#Core, Old Salt, Boots of Elvenkind, Sun Falcon Pectoral (traded), Kusarigama, Splashbolt Crossbow, Advocate's Armor (traded), Swipe, Reveler
Recharged: Blessing of the Quartermaster A, Blessing of the Quartermaster B, Shozoku of the Night Wind,
Discard Pile:
Buried Pile:
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
Arcane: Charisma +2
Favored Card: Weapon or Poison card
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Poison, Arcane
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."" ([X] 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: Garden of Symmetry D 1
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"
Seoni-EmpTyger |
Hourglass 8: Nethys o'clock
Moving to Garden of Symmetry E
Exploring Garden of Symmetry E-1: Knock
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.
Magic
Arcane 7: 1d12 + 6 + 4 ⇒ (9) + 6 + 4 = 19
Garden of Symmetry: Recharging Life Drain
Knock is acquired and banished. Ezren transmogrifies Knock into Random non-Basic Spell 2: Disable Mechanism
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Seoni looked at the garden entrance. It seemed to open with a simple knock spell, but the sorcerer recognized a familiar magical aura which controlled the gate. Ezren helpfully shifted it to her preferred incantation.
Discarding Chronicler to explore Garden of Symmetry E-2: Falcon Crown
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.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
Magic
Divine Knowledge 10: 1d8 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Garden of Symmetry: Recharging Disable Mechanism
Falcon Crown is banished
Seoni was having trouble getting her bearings in the garden's twisting paths. "A bird's-eye view always helps in the stories." But the mystic's fingers couldn't seem to trace the winged tattoo near her eyes.
Ending turn. Guessing blessing
Examining Garden of Symmetry E-3: Baited Jewel Box
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Baited Jewel Box triggers. Shuffling Binder's Tome into Garden of Symmetry E
Resetting hand
Frustrated, Seoni reached for a spellbook, only to find the tome she wanted was missing yet again. "Where did I set that down?"
Hand: Steel Ibis Lamellar, Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Blessing of Pharasma B2 (discard to bless/double bless if spell is cast), Blessing of Maat (discard for +3 or -3 after roll/discard to replace all noncombat dice with d8s), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Fire Snake,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Maat; Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Neferekhu; Create Mindscape
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 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: 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.
[X] 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:
Garden of Symmetry E-1, E-2 are banished.
Seoni's Binder's Tome is shuffled into Garden of Symmetry E (contains Baited Jewel Box).
Random Spell 2 is acquired (Disable Mechanism).
Seoni is at Garden of Symmetry E.
Ezren Z. |
It is the hour of the Ancients
Move: Walled Oasis
Location Power: Damage dealt to you is also dealt to a random other character at this location.
Free explore:
MM Barrier 4
Traits: Trigger Obstacle Sphinx
To Defeat: Dexterity Stealth Perception Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Location: Damage dealt to you is also dealt to a random other character at this location. (This means if undefeated, a random other local character suffers 1d4 damage from the location in addition to the 1d4 damage from the bane itself.)
Send Fire Snake to Recovery to use Arcane
Arcane 12, Scholar: 1d12 + 6 + 1 ⇒ (9) + 6 + 1 = 16 Banished
Ezren power: after playing Arcane spell, examine top of own deck - Channel the Gift (Agymah) - draw it.
Discard Unwrapped Harmony to examine top 3 cards of location - Dark Stalker, Khelru, Corrosion - reorder as Corrosion, Khelru, Dark Stalker - then explore
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.
Discard this card to add 1 die, 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.
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.
Arcane 7 (13): 1d12 + 6 ⇒ (4) + 6 = 10 Acquired; banish a displayed Curse card (if there are any?)
Ezren Power: When you acquire a card that has the Magic trait during your exploration, you may immediately explore again...
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.
Knowledge 9: 1d12 + 5 ⇒ (10) + 5 = 15 Acquired
(Should have done this earlier - oops) Banish Channel the Gift (Agymah) to Recovery to search deck for Create Mindscape and draw it. Then shuffle deck.
Ezren power: after playing Arcane spell, examine top of own deck - Bound Imp.
Display Create Mindscape at Walled Oasis
Discard Acadamae Student to explore
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 the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
Display Chain Lightning (Core)
Combat 12+4=16 (19), Mindscape, Student, Scholar: 1d12 + 6 + 3d6 + 1d4 + 1d4 + 1 ⇒ (6) + 6 + (2, 6, 4) + (3) + (3) + 1 = 31 Banished
Send Channel the Gift to Recovery to search deck for Locate Object, draw it, shuffle own deck.
Ezren power: after playing Arcane spell, examine top of own deck - Spellbook.
Send Locate Object to Recovery to examine location until finding a boon: Toxic Geyser, Geniekin (trigger: When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.)...
MM Monster 4
Traits: Elemental Outsider Cold
To Defeat: Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
BYA Con 8: 1d6 ⇒ 4
Chain Lightning (Core) is already displayed, so it does not count against the limit of cards that can be played
Create Mindscape is already displayed
Reveal Acadamae Scholar
Combat 16 (22), Mindscape, Scholar: 1d12 + 6 + 3d6 + 1d4 + 1 ⇒ (3) + 6 + (2, 4, 1) + (4) + 1 = 21 Banished, no scourge, another displayed Curse card (if there are any) can be banished
Continuing with Locate Object...
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 this check, you may discard this card to reroll the dice; take the new result.
Autofail - banished
Remaining cards of the location are shuffled and now consist of: 5, 6, 8-10
End turn
Scenario Power: At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
Choose Boon type: Item
Shuffled location, can't be 7: 1d6 + 4 ⇒ (1) + 4 = 5 Toxic Geyser, no trigger, remains on top of location.
Banish Chain Lightning (Core) to Recovery
Recovery Phase (Create Mindscape adds 1d4, Acadamae Scholar adds 1):
Recharge Fire Snake? Arcane 8: 1d12 + 6 + 1d4 + 1 ⇒ (3) + 6 + (4) + 1 = 14
Recharge Channel the Gift (Agymah)? Arcane 14: 1d12 + 6 + 1d4 + 1 ⇒ (8) + 6 + (3) + 1 = 18
Recharge Channel the Gift? Arcane 14: 1d12 + 6 + 1d4 + 1 ⇒ (7) + 6 + (2) + 1 = 16
Recharge Locate Object? Arcane 8: 1d12 + 6 + 1d4 + 1 ⇒ (3) + 6 + (2) + 1 = 12
Recharge Chain Lightning (Core)? Arcane 13: 1d12 + 6 + 1d4 + 1 ⇒ (9) + 6 + (1) + 1 = 17
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 10
Reset Hand
Turn Summary:
* Walled Oasis cards 1-4 and 7 are gone
* Top card of Walled Oasis is known: card 5 (Toxic Geyser)
* Remaining cards of Walled Oasis are shuffled
* Create Mindscape is displayed at Walled Oasis
* Random Monsters 1 & 2 were used
Hand: Ice and Fire, Mirror Image, Elemental Skin, Corrosion, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Arcane Robes, Khelru, Acadamae Scholar,
Displayed: Create Mindscape,
Deck: 7 Discard: 3 Buried: 0
Current Location: Walled Oasis
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a non-level 0 boon of the same type from the box (courtesy of Ezren's Transmogrifier power)Elemental Skin: Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. - only lasts for one turn - ask before using.
Corrosion: +1 die to any check to defeat a barrier or vs Construct/Undead monster
Middle of Deck (Unknown Order): Bound Imp, Magical Mansion
Recharged: Fire Snake, Channel the Gift (Agymah), Channel the Gift, Locate Object, Chain Lightning (Core),
Discard Pile:
Buried Pile:
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)
Aric - 勝20100 |
Aric’s turn
Hour: Blessing of the Elements. No effect.
Switch to Red Raven.
Exchange Sawtooth Sabre +2 for Eando Kline.
Move: Stay at Garden of Symmetry B.
Use power to examine top card of location:
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Explore and encounter the barrier.
Ezren banishes corrosion that goes into recovery to add a die, discard Blessing of the Midnight Lord to add a die.
Acrobatics 12: 3d10 + 5 ⇒ (2, 8, 1) + 5 = 16
1 odd result: recharge 1 card: recharge Eando Kline.
(I think the sphere is banished due to success on the check, but I have a doubt how the after acting powers work here. it will not matter for my turn so leave it aside for now)
Choose to do an extra exploration due to success on the check to defeat.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
Recharge Shy Ratani to add 1d8 to the check to acquire.
Wisdom 10: 2d8 + 2 ⇒ (1, 2) + 2 = 5
Boon is banished.
1 odd result: recharge Captain’s Cutlass.
End of turn:
- use Red Raven’s power to examine top card of location: Burglar's Buckler . Switch back to Aric.
- scenario rule: choose armor, examine location and choose to draw it. (I think Ezren power can not be used, as this was not acquired.
- draw 3 cards.
Aric Hand Size 7: Shark Skin Armor (Armor), Shadowless Sword (Weapon), Vreva Jhafae (Ally), Burglar's Buckler (Armor), Shadowless Sword 2 (Weapon), Blessing of Asmodeus (Blessing), Mask of the Red Raven (Item)
Deck: 12 Discard: 2 Buried: 0
Notes: You can use my cards if needed (including the blessings)Unused reroll in 4-4C
Kit: Bloodbound Hat (Item), Tooled Crocodile Skin (Armor), Sawtooth Sabre +2 (Weapon)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 +3Powers
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:5The 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 d4Powers
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
Ezren Z. |
On Aric's turn: send Corrosion to Recovery
Ezren power: examine top of own deck: Magical Mansion. Recharge it.
Recharge Corrosion? Arcane 9, mindscape, spellbook, scholar: 1d12 + 6 + 1d4 + 1d4 + 1 ⇒ (3) + 6 + (4) + (4) + 1 = 18
"
Hand: Ice and Fire, Mirror Image, Elemental Skin, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Arcane Robes, Khelru, Acadamae Scholar,
Displayed: Create Mindscape,
Deck: 8 Discard: 3 Buried: 0
Current Location: Walled Oasis
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a non-level 0 boon of the same type from the box (courtesy of Ezren's Transmogrifier power)Elemental Skin: Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. - only lasts for one turn - ask before using.
Middle of Deck (Unknown Order): Bound Imp
Recharged: Fire Snake, Channel the Gift (Agymah), Channel the Gift, Locate Object, Chain Lightning (Core), Magical Mansion, Corrosion,
Discard Pile:
Buried Pile:
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)
Raz the Noble |
Start turn. Hour is Elements. Move to Garden B. Explore top card, card 4: The Evil Eye. Discard top of deck for paladin power: Mass Cure.
Diplo 6+## = 14: 1d10 + 4 + 1d6 + 1 ⇒ (4) + 4 + (2) + 1 = 11 Failed.
Scourge: 1d8 ⇒ 8: Curse of the Sphinx
Discard Mountain dog to explore card 5. Sphinx examines it first. Card 5: Blessing of Bastet. Boon. Recharge hand, reset, then discard 1. New hand:
Hand: Dwarven Earthbreaker, Camel, Shieldsplitter Lance, Belt of Charging, Mountain Pattern Armor
Displayed: Curse of the Sphinx,
Deck: 8 Discard: 5 Buried: 3
Divine 6: 1d6 + 2 ⇒ (2) + 2 = 4 Failed, banished.
End turn. Name Weapon. Examine top card: Icy Longspear +1. Draw it. Reset hand, drawing 0.
Hand: Dwarven Earthbreaker, Camel, Shieldsplitter Lance, Belt of Charging, Mountain Pattern Armor, Icy Longspear +1,
Displayed: Curse of the Sphinx,
Deck: 8 Discard: 5 Buried: 3
Hero Points: 1
Shirt reroll: used
NOTES:
Available Support:
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
BR skizzerz |
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 building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
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
See the Additional Rules spoiler for rules about Scourges and the Scourge Table.
Curse of Poisoning (8 copies)
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)
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)
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)
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)
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)
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)
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.
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.
Userib (Villain)
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Lamia Sisters (Closing Henchman)
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal (Closing Henchman) x6
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool (Summon)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Blessing of Osiris (Blessing 4)
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.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
Burglar's Buckler (Armor 1)
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.
Corrosion (Spell 2)
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.
Discard this card to add 1 die, 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.
Disable Mechanism (Spell 2)
MM Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Find Traps (Spell 0)
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.
Icy Longspear +1 (Weapon 0)
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 this check, you may discard this card to reroll the dice; take the new result.
Khelru (Ally 1)
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.
Mace of Ruin (Weapon 4)
MM Weapon 4
Traits: Mace Melee Bludgeoning Acid Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use 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.
Stained Glass Elemental (Ally 0)
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.
Weapon 40
Spell 220
Armor 1
Ally 10
Blessing 4
Monster 1
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.
Monster 2
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 the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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
MM Monster 4
Traits: Undead Swarm
To Defeat: Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
Monster 4
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.
Monster 5
MM Monster 3
Traits: Animal Elite
To Defeat: Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Barrier 1
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 with a difficulty of 8 plus the scenario's adventure deck number or 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 moves to a random other location.
Barrier 2
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 or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Barrier 3
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 4
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 5
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, a character at your location may succeed at the check to defeat this barrier to banish this card.
Weapon 1
MM Weapon 3
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
Weapon 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 the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
Weapon 3
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Weapon 4
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Weapon 5
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.
Spell 1
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 2
MM Spell 3
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Spell 3
MM Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
Spell 4
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell 5
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card 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 by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison 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 13 check to recharge this card instead of discarding it.
Armor 1
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.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
Armor 2
MM Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Armor 3
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
MM Armor 2
Traits: Clothing Light Armor Alchemical
To Acquire: Constitution Fortitude Intelligence Craft 7
Discard this card 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 draw it
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 card instead.
Armor 5
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Item 1
MM Loot B
Type: Item
Traits: Object Gambling
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Item 2
MM Item B
Traits: Liquid Alchemical
To Acquire: IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Item 3
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.
Item 4
MM Item 2
Traits: Liquid Poison
To Acquire: Intelligence Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Item 5
MM Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Ally 1
MM Ally 2
Traits: Human Cleric
To Acquire: Charisma Diplomacy Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Ally 2
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 3
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 4
MM Ally B
Traits: Halfling Rogue Aspis
To Acquire: Charisma Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Ally 5
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
Blessing 1
MM Blessing C
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
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 any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 4
MM Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn 12 Zelhara/Nathan Davis
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6 OR Constitution Fortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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: 18
Turn 13 Reiko/zeroth_hour
MM Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 14 Seoni/EmpTyger
MM Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn 15 Ezren/Abraham Z.
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 deck, 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 Aric/勝20100
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 deck, 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 17 Raz/eddiephlash
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 18 Zelhara/Nathan Davis
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 Reiko/zeroth_hour
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 any 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 20 Seoni/EmpTyger
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn 21 Ezren/Abraham Z.
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 22 Aric/勝20100
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 any 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 Raz/eddiephlash
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 deck, 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 24 Zelhara/Nathan Davis
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Turn 25 Reiko/zeroth_hour
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 26 Seoni/EmpTyger
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 27 Ezren/Abraham Z.
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 28 Aric/勝20100
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 29 Raz/eddiephlash
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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 30 Zelhara/Nathan Davis
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Altar of Riddles
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
Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Abraham Z.
Notes: Toxic Geyser, Geniekin
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an 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: Damage dealt to you is also dealt to a random other character at this location.
MM Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
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 another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
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.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Location: Damage dealt to you is also dealt to a random other character at this location.
Garden of Symmetry A
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zelhara/Nathan Davis
Garden of Symmetry B
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/勝20100, Raz/eddiephlash
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to your location.
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.
Garden of Symmetry C
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Garden of Symmetry D
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Reiko/zeroth_hour
Notes: Rolling Sphere
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, and must first choose allies to discard as damage, if he has any.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 attempt a check, recharge a card for each die that has an odd result.
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 proficient with weapons, the difficulty of this check is increased by 4.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry E
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Seoni/EmpTyger
Notes: Baited Jewel Box, Seoni's Binders Tome
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 burying or banishing it.
Location: When you attempt a check, recharge a card for each die that has an odd result.
UM Item 1
Traits: Book Magic Mental
To Acquire: Wisdom Knowledge 6
On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Armor P
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
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 attempt a check, recharge a card for each die that has an odd result.
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry F
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Weapon 3
Traits: Sword Melee Slashing Finesse Magic
To Acquire: Strength Melee 11
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 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: When you attempt a check, recharge a card for each die that has an odd result.
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: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Discard this card to add 2 dice to any 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to 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 it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Inquisitor Zelhara |
Hour of Maat
Move to Garden of Symmetry F
Free explore and encounter Toxic Cloud
Reveal Blessing of Wadjet. Recharge Cult Acolyte, search the Hourglass. And shuffle Turn 26 Seoni/EmpTyger: Blessing of Anubis into Garden of Symmetry F
Arcane 8: 1d4 + 1d4 + 1d8 ⇒ (3) + (3) + (6) = 12Acquired!
Location Power: Recharge Hungry Ghost Monk and Blade Lash
Ezren's Transmogrify: Banish Toxic Cloud. Draw Detect Undead
Banish Detect Undead to Recovery...
Shuffle Examine Garden of Symmetry F. 1=Blessing of Anubis: 1d10 ⇒ 6 Garden of Symmetry F Card 6: Blessing of Ra
Discard Shy Ratani to explore and encounter Blessing of Ra
Reveal Blessing of Wadjet
Melee 8: 1d4 + 1d8 + 1d4 ⇒ (3) + (4) + (3) = 10 Acquired by less than 6, banish Raz's Curse of the Sphinx
Location Power: Recharge Blessing of Wadjet and Stunning Barrier
Ezren Transmogrify: Banish Blessing of Ra. Draw Blessing of Isis
Scenario Power: End of turn, choose Armor. Examine
Shuffle Examine Garden of Symmetry F. 1=Blessing of Anubis: 1d10 ⇒ 5 Garden of Symmetry F Card 5: Smite Abomination. Shuffle location.
Recovery Detect Undead Divine 7: 1d10 + 5 ⇒ (2) + 5 = 7 Recharged
Hand: Blessing of Isis, Blessing of the Pallid Princess, Khamsin Coat, Blessing of Maat, Armored Halo, Cloak of Daggers,
Displayed:
Deck: 18 Discard: 1 Buried: 0
Notes: Blessings available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
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.
Zelhara continues to get lost in the gardens searching for powerful magic and divine influence, leaning on her Ratani and Cultist companions to lead the way.
Hourglass shuffled. Turn 26 Seoni/EmpTyger: Blessing of Anubis is shuffled into Garden of Symmetry F
Garden of Symmetry F: Banished 1 and 6. 5 is known and shuffled.
Blessing of Isis and Detect Undead acquired from Random
BR skizzerz |
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 building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
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
See the Additional Rules spoiler for rules about Scourges and the Scourge Table.
Curse of Poisoning (8 copies)
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)
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)
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)
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)
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)
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)
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.
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.
Userib (Villain)
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Lamia Sisters (Closing Henchman)
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal (Closing Henchman) x6
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool (Summon)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Blessing of Isis (Blessing 3)
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 any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Osiris (Blessing 4)
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.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
Burglar's Buckler (Armor 1)
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.
Corrosion (Spell 2)
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.
Discard this card to add 1 die, 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.
Detect Undead (Spell 1)
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.
Disable Mechanism (Spell 2)
MM Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Find Traps (Spell 0)
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.
Icy Longspear +1 (Weapon 0)
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 this check, you may discard this card to reroll the dice; take the new result.
Khelru (Ally 1)
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.
Mace of Ruin (Weapon 4)
MM Weapon 4
Traits: Mace Melee Bludgeoning Acid Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use 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.
Stained Glass Elemental (Ally 0)
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.
Weapon 40
Spell 2210
Armor 1
Ally 10
Blessing 43
Monster 1
MM Monster 3
Traits: Construct
To Defeat: Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Monster 2
MM Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
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.
Monster 3
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.
Monster 4
MM Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Monster 5
MM Monster 3
Traits: Animal Elite
To Defeat: Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Barrier 1
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 or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Barrier 2
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, a character at your location may succeed at the check to defeat this barrier to banish this card.
Barrier 3
MM Barrier 2
Traits: Obstacle Lamia Elite
To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Barrier 4
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.
Barrier 5
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 with a difficulty of 8 plus the scenario's adventure deck number or 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 moves to a random other location.
Weapon 1
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Weapon 2
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 3
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 the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
Weapon 4
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 this check, you may discard this card to reroll the dice; take the new result.
Weapon 5
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 draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Spell 1
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 on 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 2
MM Spell 3
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Spell 3
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card 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 by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison 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 13 check to recharge this card instead of discarding it.
Spell 4
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 5
MM Spell 3
Traits: Magic Arcane Attack
To Acquire: Intelligence Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen 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 it instead of discarding it.
Armor 1
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.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
Armor 2
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 3
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
MM Item 2
Traits: Trigger Object Magic Maat
To Acquire: Constitution Fortitude Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
Item 2
MM Item C
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item 3
MM Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Item 4
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. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
Item 5
MM Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 4
Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
Ally 1
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 2
MM Ally 2
Traits: Outsider Psychopomp
To Acquire: Charisma Diplomacy Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Ally 3
MM Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.
Ally 4
MM Ally B
Traits: Dwarf Aristocrat Hireling
To Acquire: Charisma Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
Ally 5
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Blessing 1
MM Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
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, put them back in any order, then 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
MM Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 5
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 13 Reiko/zeroth_hour
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: 16
Turn 14 Seoni/EmpTyger
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 any 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 15 Ezren/Abraham Z.
MM Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 16 Aric/勝20100
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 deck, 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 17 Raz/eddiephlash
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 18 Zelhara/Nathan Davis
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 deck, 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 Reiko/zeroth_hour
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 Seoni/EmpTyger
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Turn 21 Ezren/Abraham Z.
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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 22 Aric/勝20100
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 23 Raz/eddiephlash
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 24 Zelhara/Nathan Davis
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn 25 Reiko/zeroth_hour
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 any 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 26 Seoni/EmpTyger
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 Ezren/Abraham Z.
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 deck, 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 Aric/勝20100
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn 29 Raz/eddiephlash
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.
Altar of Riddles
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
Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Abraham Z.
Notes: Toxic Geyser, Geniekin
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an 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: Damage dealt to you is also dealt to a random other character at this location.
MM Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
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 another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
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.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Location: Damage dealt to you is also dealt to a random other character at this location.
Garden of Symmetry A
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Garden of Symmetry B
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/勝20100, Raz/eddiephlash
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to your location.
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.
Garden of Symmetry C
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Garden of Symmetry D
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Reiko/zeroth_hour
Notes: Rolling Sphere
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, and must first choose allies to discard as damage, if he has any.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 attempt a check, recharge a card for each die that has an odd result.
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 proficient with weapons, the difficulty of this check is increased by 4.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry E
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Seoni/EmpTyger
Notes: Baited Jewel Box, Seoni's Binders Tome
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 burying or banishing it.
Location: When you attempt a check, recharge a card for each die that has an odd result.
UM Item 1
Traits: Book Magic Mental
To Acquire: Wisdom Knowledge 6
On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Armor P
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
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 attempt a check, recharge a card for each die that has an odd result.
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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry F
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Zelhara/Nathan Davis
Notes: Smite Abomination (Spell 4), Blessing of Anubis (Blessing 4)
MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Weapon 3
Traits: Sword Melee Slashing Finesse Magic
To Acquire: Strength Melee 11
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 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: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to 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 it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
zeroth_hour's Reiko |
"Out of Turn Updates: None
Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
Turn: 13 - Blessing of the Elements[/ooc]
SOT: None
Give Card: None
Move: None
Explore: Corridor Dart Trap. Reveal Materialize (Arcane) for alone power to add CHA to this check.
Stealth 6+##=14: 1d8 + 1 + 1d10 + 5 ⇒ (7) + 1 + (9) + 5 = 22 2 odds. :-/ Recharge GSA and Materialize. Discard Balladeer to explore. Symbol of Fear. Great. I'll just wait for the next person to not overshoot an Elemental check to clear this.
EOT: End Turn and Reset hand
Examine: declare Blessing. It's a Returning Throwing Axe, not a blessing. Put it at the bottom.
"
Hand: Blessing of Abadar, Blessing of the Elements (traded), Double Chicken Saber +1, Sacred Candle#Core, Splashbolt Crossbow,
Displayed: Symbol of Fear,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 4
Mat Reroll: unused
NOTES:
Available Support: Blessing usable. Use Sacred Candle against any Blessing #
Other: I'm Reiko (not very talkative)
Middle of Deck (Unknown Order): Advocate's Armor (traded), Defending Sansetsukon +1, Boots of Elvenkind, Old Salt, Reveler, Kusarigama, Sun Falcon Pectoral (traded), Swipe
Recharged: Blessing of the Quartermaster A, Blessing of the Quartermaster B, Shozoku of the Night Wind, Golden Serpent Armband (traded), Materialize,
Discard Pile:
Buried Pile:
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
Arcane: Charisma +2
Favored Card: Weapon or Poison card
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Poison, Arcane
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."" ([X] Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.
Summary
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"
Seoni-EmpTyger |
Hourglass 14: Isis o'clock
Exploring Garden of Symmetry E-1: Javelin of Lightning
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 burying or banishing it.
Magic
Knowledge 10: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Javelin of Lightning is acquired and banished. Ezren transmogrifies Javelin of Lightning into Random non-Basic Weapon 1: Fate Blade
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Seoni was looking for her missing book when she came across a javelin. The sorcerer touched a bolt-shaped tattoo as she got an idea. "Fate will guide me."
Discarding Blessing of Pharasma to explore Garden of Symmetry E-2: Binder's Tome
Traits: Book Magic Mental
To Acquire: Wisdom Knowledge 6
On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.
Magic
Knowledge 6: 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Binder's Tome is acquired
Sure enough, Pharasma guided her back to her missing book. Seoni felt triumphant. "I don't know whether Ezren will be more annoyed by my piety or more pleased by my devotion to a book."
Ending turn. Guessing spell
Examining Garden of Symmetry E-3: Cultist of Areshkagal
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal triggers.
Displaying Create Mindscape, revealing Neferekhu
WIS 8: 3d6 + 1d4 ⇒ (2, 1, 1) + (2) = 6
Garden of Symmetry: Recharging Fire Snake, Fate Blade
Neferekhu: Using Create Mindscape
Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (7) + 5 + (1) = 13
Garden of Symmetry: Recharging Neferekhu, Binder's Tome
Recharged cards: 1d4 ⇒ 1
Areshkagal Cultist: Recharging Blessing of Maat. Resetting hand
Hand: Steel Ibis Lamellar, Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Surgeon (recharge to heal 1 local card), Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Symbol of Pain, Headband of Alluring Charisma,
Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
Deck: 11 Discard: 3 Buried: 0
Combat damage: 1d6 ⇒ 6
Banishing Steel Ibis Lamellar to recovery to prevent 5 Combat damage. Discarding Symbol of Pain for 1 Combat damageSeoni caught a glimpse of a cultist moving beyond the hedge. She motioned to Neferekhu to be quiet, but Neferekhu had other ideas.
"THAT MONSTROUS FOOL SHOULD BE WORSHIPPING ME!"
Seoni winced at the outburst and tried to retreat into her mental fortress, but the cultist relentlessly pursued through her illusions. A solid blow pierced through her armor before she could catch her breath.
Recharging Surgeon to heal Symbol of Pain.
Recovery: Revealing Headband of Alluring Charisma, using Create Mindscape
Craft 9: 1d12 + 5 + 1 + 1d4 ⇒ (2) + 5 + 1 + (1) = 9
Garden of Symmetry: Recharging Headband of Alluring Charisma
Steel Ibis Lameller is recharged
Resetting hand
But before the cultist could finish her off, Seoni received some timely medical attention. Seoni sprang back to her feet and was on her guard once more.
Hand: Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Game of Afterlife (banish to recovery to banish displayed curse), Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Life Drain, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast),
Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
Deck: 11 Discard: 3 Buried: 0
Notes: Create Mindscape is displayed at Garden E. If someone is encountering the henchman at Garden E and there's a risk of splash damage, Seoni will Dimension Leap away to either an unguarded location or else a closed Garden.
Ask before using: Blessing of Pharasma; Blessing of Qi Zhong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Create Mindscape; Binder's Tome; Game of Afterlife
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 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: 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.
[X] 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:
Garden of Symmetry E-1 is banished.
Garden of Symmetry E-2 is regained by Seoni.
Garden of Symmetry E-3 is known (Cultist of Areshkagal).
Create Mindscape is displayed at Garden of Symmetry E.
Random Weapon 1 (Fate Blade) is acquired.
Ezren Z. |
It is the hour of Pharasma
Reveal Scholar to heal Student
Location Power: Damage dealt to you is also dealt to a random other character at this location.
Free explore: Walled Oasis 1
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an 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: Damage dealt to you is also dealt to a random other character at this location.
Send Arcane Robes to Recovery to use Arcane for the check
I think I can't *also* use Spellbook since I'm using Arcane Robes (both Items) unless there is some weird Conversion Guide thing that makes one of them freely playable. If so, I would reveal Spellbook too.
Arcane 5+8=13, Mindscape, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (1) + 6 + (2) + 1 = 10 + Spellbook if allowed: 1d4 ⇒ 3
Assuming that Spellbook was *not* revealable, ask Zelhara for Blessing of Maat to increase the result by 3 to 13. Toxic Geyser is banished. Reiko's Symbol of Fear is banished.
Discard Khelru to examine location, which triggers.
MM Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat 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.
Location: Damage dealt to you is also dealt to a random other character at this location.
MM Monster 3
Traits: Animal Acid
To Defeat: Combat 13 THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Ask Raz to discard Camel to move to Walled Oasis - Ezren evades Rukh and Raz takes the encounter.
Reveal Belt of Charging
Reveal Shieldsplitter Lance (which ignores the +4 difficulty increase
Combat 13: 1d8 + 5 + 1d8 + 1d8 + 1 ⇒ (3) + 5 + (2) + (7) + 1 = 18
If there are any remaining Curse cards displayed, banish one.
Reveal Shieldsplitter Lance (which ignores the +4 difficulty increase
Raz power: discard top of deck to add 1d6+1 - if it is a Mount, it can be recharged instead.
Combat 13: 1d8 + 5 + 1d8 + 1 + 1d6 + 1 ⇒ (2) + 5 + (2) + 1 + (2) + 1 = 13
If there are any remaining Curse cards displayed, banish one.
Khelru power: after examining (and triggering) Geniekin, now explore, encountering Geniekin.
Send Ice and Fire to Recovery
Combat 8+8=16, Mindscape: 1d12 + 6 + 2d8 + 3 + 1d4 ⇒ (2) + 6 + (5, 1) + 3 + (3) = 20
If there are any remaining Curse cards displayed, banish one.
Ezren power: after playing Arcane spell, examine top of own deck - Fire Snake - draw it.
End turn
Scenario Power: At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
Choose Boon type: Item; examine top of location: Scarab Sand (Item 3); draw it.
Recovery Phase:
Recharge Arcane Robes? Arcane 8, Spellbook, Mindscape, Scholar: 1d12 + 6 + 1d4 + 1d4 + 1 ⇒ (5) + 6 + (3) + (1) + 1 = 16
Recharge Ice and Fire? Arcane 12, Spellbook, Mindscape, Scholar: 1d12 + 6 + 1d4 + 1d4 + 1 ⇒ (1) + 6 + (4) + (4) + 1 = 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 10.
Reset Hand
Turn Summary:
* Walled Oasis 1-3 are gone
* Used Zelhara's Maat
* Raz discarded Camel to move to Walled Oasis
* Raz discarded (or recharged if Mount) top card of own deck
* Reiko's Symbol of Fear (and any other displayed Curses) are banished
Hand: Channel the Gift (Agymah), Mirror Image, Elemental Skin, Fire Snake, Locate Object, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Scarab Sand, Acadamae Scholar,
Displayed: Create Mindscape,
Deck: 8 Discard: 3 Buried: 0
Current Location: Walled Oasis
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a non-level 0 boon of the same type from the box (courtesy of Ezren's Transmogrifier power)Elemental Skin: Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. - only lasts for one turn - ask before using.
Scarab Sand: +1d12 vs local monster (+1d6 more if undead, +1d6 more if mummy); if check is failed can ignore and evade.
Middle of Deck (Unknown Order): Bound Imp, Corrosion, Magical Mansion, Acadamae Student, Chain Lightning (Core), Channel the Gift
Recharged: Arcane Robes, Ice and Fire,
Discard Pile:
Buried Pile:
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)
Ezren Z. |
At the start of Aric's turn: send Channel the Gift (Agymah) to Recovery to search deck and draw Ice and Fire. Deck is shuffled.
Ezren power: examine top of own deck: Arcane Robes.
Recharge Channel the Gift (Agymah)? Arcane 14, Mindscape, Spellbook, Scholar: 1d12 + 6 + 1d4 + 1d4 + 1 ⇒ (8) + 6 + (4) + (4) + 1 = 23
"
Hand: Ice and Fire, Mirror Image, Elemental Skin, Fire Snake, Locate Object, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Scarab Sand, Acadamae Scholar,
Displayed: Create Mindscape,
Deck: 8 Discard: 3 Buried: 0
Current Location: Walled Oasis
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a non-level 0 boon of the same type from the box (courtesy of Ezren's Transmogrifier power)Elemental Skin: Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. - only lasts for one turn - ask before using.
Scarab Sand: +1d12 vs local monster (+1d6 more if undead, +1d6 more if mummy); if check is failed can ignore and evade.
Middle of Deck (Unknown Order): Magical Mansion, Bound Imp, Corrosion, Acadamae Student, Channel the Gift, Chain Lightning (Core)
Recharged: Channel the Gift (Agymah),
Discard Pile:
Buried Pile:
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)
Raz the Noble |
Discard Camel and top of deck: Pegasus - Mount, so recharge.
Hand: Dwarven Earthbreaker, Shieldsplitter Lance, Belt of Charging, Mountain Pattern Armor, Icy Longspear +1,
Displayed:
Deck: 8 Discard: 6 Buried: 3
Hero Points: 1
Shirt reroll: used
NOTES:
Available Support:
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
The Red Raven - 勝20100 |
Aric’s turn
Hour: Blessing of the Ancients
Change to Red Raven.
Move: Move to Garden of Symmetry E
As per instruction, Seoni leaves garden of symmetry by using dimension leap.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Before acting: Use Perception, create mindscape adds a d4, reveal Shadowless Sword to add a d8.
Perception 8: 1d8 + 2 + 1d4 + 1d8 ⇒ (1) + 2 + (1) + (6) = 10
2 odd result, recharge Vreva Jhafae and Mask of the Red Raven.
Discard Shadowless Sword to use Melee with finesse+d8+2+d6+#
Combat 19: 1d10 + 6 + 1d8 + 2 + 1d6 + 4 ⇒ (9) + 6 + (4) + 2 + (6) + 4 = 31
Rolled to well…
Use hero point to reroll (4 hero point left)
Combat 19: 1d10 + 6 + 1d8 + 2 + 1d6 + 4 ⇒ (6) + 6 + (3) + 2 + (6) + 4 = 27
One odd result, recharge Blessing of Asmodeus
Defeated closing henchman: recharge 2 armors (Shark Skin Armor and Burglar's Buckler)
End turn:
Location d6: 1d6 ⇒ 4 even, so recharge 2 cards from discard.
Switch back to Aric
Draw 6 cards.
Turn summary Closed Garden E
Aric Hand Size 7: Quick-change Mask (Item), Dreamstalker (Ally), Dandy Brute (Ally), Hand of the Honest Man (Loot Item), Blessing of Bastet (Blessing), Elyana (Ally), Shadowless Sword 2 (Weapon)
Deck: 13 Discard: 1 Buried: 0
Notes: You can use my cards if needed (including the blessings)Unused reroll in 4-4C
Kit: Bloodbound Hat (Item), Tooled Crocodile Skin (Armor), Sawtooth Sabre +2 (Weapon)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 +3Powers
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:4The 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 d4Powers
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
Seoni-EmpTyger |
(During the Red Raven’s turn)
Banishing Dimension Leap to move to Garden of Symmetry A
Recovery: Revealing Binder’s Tome
Arcane 12: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (3) = 12
Dimension Leap is recharged. Revealing Binder’s Tome
Arcane 11: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (2) = 19
Create Mindscape is recharged
Seoni vanished from in front of the cultist just as the Red Raven appeared behind them. “How symmetric,” smirked the sorcerer.
Hand: Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Game of Afterlife (banish to recovery to banish displayed curse), Life Drain, Blessing of Pharasma B1 (discard to bless/double bless if spell is cast),
Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Pharasma; Blessing of Qi Zhong
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Binder's Tome; Game of Afterlife
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 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: 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.
[X] 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
BR skizzerz |
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 building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
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
See the Additional Rules spoiler for rules about Scourges and the Scourge Table.
Curse of Poisoning (8 copies)
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)
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)
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)
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)
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)
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)
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.
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.
Userib (Villain)
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Lamia Sisters (Closing Henchman)
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Cultist of Areshkagal (Closing Henchman) x6
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool (Summon)
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)
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)
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)
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)
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)
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)
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)
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)
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.
Blessing of Isis (Blessing 3)
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 any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Osiris (Blessing 4)
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.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
Burglar's Buckler (Armor 1)
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.
Corrosion (Spell 2)
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.
Discard this card to add 1 die, 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.
Detect Undead (Spell 1)
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.
Disable Mechanism (Spell 2)
MM Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Fate Blade (Weapon 4)
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. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Find Traps (Spell 0)
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.
Icy Longspear +1 (Weapon 0)
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 this check, you may discard this card to reroll the dice; take the new result.
Khelru (Ally 1)
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.
Mace of Ruin (Weapon 4)
MM Weapon 4
Traits: Mace Melee Bludgeoning Acid Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use 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.
Scarab Sand (Item 3)
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 another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
Stained Glass Elemental (Ally 0)
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.
Weapon 440
Spell 2210
Armor 1
Item 3
Ally 10
Blessing 43
Monster 1
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.
Monster 2
MM Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 3
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; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.
Monster 4
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 5
MM Monster 2
Traits: Elemental Outsider Cold Elite
To Defeat: Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
Barrier 1
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.
Barrier 2
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, and must first choose allies to discard as damage, if he has any.
Barrier 3
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
Barrier 4
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 or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Barrier 5
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.
Weapon 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 this check, you may discard this card to reroll the dice; take the new result.
Weapon 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.
Weapon 3
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 burying or banishing it.
Weapon 4
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
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 the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
Spell 1
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 2
MM Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 3
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.
Spell 4
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 5
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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armor 1
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.
Armor 2
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.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
Armor 3
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
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 by 5; you may succeed at a Craft 9 check to recharge it instead.
Armor 5
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.
Item 1
MM Item 2
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.
Item 2
MM Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Item 3
MM Item 3
Traits: Accessory Magic Pharasma
To Acquire: Arcane Divine Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Item 4
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item 5
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, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Ally 1
MM Ally 3
Traits: Human Rogue Aspis
To Acquire: Charisma Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Ally 2
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 deck. Then you may explore your location.
Ally 3
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.
Ally 4
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 power on that card that happens when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Ally 5
MM Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Acid trait to your combat check.
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
Blessing 1
MM Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
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.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
Blessing 3
MM Blessing C
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 4
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 deck, 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
MM Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 17 Raz/eddiephlash
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: 12
Turn 18 Zelhara/Nathan Davis
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 deck, 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 Reiko/zeroth_hour
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 Seoni/EmpTyger
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Turn 21 Ezren/Abraham Z.
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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 22 Aric/勝20100
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn 23 Raz/eddiephlash
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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 24 Zelhara/Nathan Davis
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Turn 25 Reiko/zeroth_hour
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 any 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 26 Seoni/EmpTyger
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 Ezren/Abraham Z.
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 deck, 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 Aric/勝20100
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn 29 Raz/eddiephlash
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.
Altar of Riddles
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
Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Abraham Z., Raz/eddiephlash
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.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Location: Damage dealt to you is also dealt to a random other character at this location.
Garden of Symmetry A
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger
Garden of Symmetry B
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to your location.
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.
Garden of Symmetry C
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Garden of Symmetry D
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Reiko/zeroth_hour
Notes: Rolling Sphere
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell P
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 proficient with weapons, the difficulty of this check is increased by 4.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Garden of Symmetry E
Closed
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/勝20100
Garden of Symmetry F
At This Location (Open): When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
At This Location (Closed): At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Zelhara/Nathan Davis
Notes: Smite Abomination (Spell 4), Blessing of Anubis (Blessing 4)
MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
MM Weapon 3
Traits: Sword Melee Slashing Finesse Magic
To Acquire: Strength Melee 11
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 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: When you attempt a check, recharge a card for each die that has an odd result.
MM Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
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 attempt a check, recharge a card for each die that has an odd result.
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.
If proficient with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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: When you attempt a check, recharge a card for each die that has an odd result.
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 deck, 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.
Location: When you attempt a check, recharge a card for each die that has an odd result.
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 to 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 it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Location: When you attempt a check, recharge a card for each die that has an odd result.
Raz the Noble |
Start turn. Hour is Elements. Move to Garden B. Explore card 1: Cultist of Areshkagal. Discard top of deck for pally power on BYA check: Hatchetbird so recharged.
Wis 8: 1d6 + 1 + 1d6 + 1 ⇒ (5) + 1 + (3) + 1 = 10 Success!
For combat, Reveal Icy Longspear. Recharge Belt of Charging. Recharge top of deck: Warhorse 1 for pally power.
Combat 19: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d6 + 1 ⇒ (4) + 5 + (5) + 1 + (3) + (3) + 1 = 22 Success! And not overkilled! However, 3 odds, so recharge 3: Dwarven Earthbreaker +1, Mountain Pattern Armor, Icy Longspear +1. Ugh, too many cards to close
End turn. Reset hand, drawing 5
Hand: Shieldsplitter Lance, Frost Lance +2, Four-Mirror Armor, Mighty Steed, Warhorse 2, Blessing of Iomedae,
Displayed:
Deck: 7 Discard: 6 Buried: 3
Hero Points: 1
Shirt reroll: used
NOTES:
Available Support:
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
Inquisitor Zelhara |
Hour of the Ancients
Free explore and encounter Lamia Sisters
Raz discards Warhorse to come encounter them instead.
I can take one of the combats
Bury Cloak of Daggers
Combat 14: 1d6 + 4d4 ⇒ (6) + (4, 4, 1, 1) = 16
Recharge Khamsin Coat and Armored Halo
Raz the Noble |
Drop my horse to move over to Garden F. Encounter Lamia Sisters for Zel. Reveal Shieldsplitter and Mighty Steed mount to power it. Let Zel take the first combat, but I'll do the second.
Combat 16: 1d8 + 5 + 1d8 + 1 + 1d8 + 1 ⇒ (3) + 5 + (4) + 1 + (8) + 1 = 22 Success! 1 odd, so recharge Blessing of Iomedae.
When defeated, draw a non basic item: Soul Stimulant. Then attempt to close. Recharge 2 cards of the same type: weapons. Shieldspliter and frost lance. Garden F closed!
Hand: Four-Mirror Armor, Mighty Steed, Soul Stimulant,
Displayed:
Deck: 10 Discard: 7 Buried: 3
Hero Points: 1
Shirt reroll: used
NOTES:
Available Support:
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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] [] []
Inquisitor Zelhara |
Zelhera finds herself face to Lamia Sisters in the gardens. She quickly lets out a whistle that briefly confuses the sisters, then pauses to position herself. She hears a familiar gallop in the distance and lets fly a barrage of daggers at one of the lamias. Just as the non-pin-cushioned lamia rears up to tear Zelhara apart, a wicked looking lance slams into the remaining sister.
Zelhara nods in approval. This part of the garden is no longer her concern.
Hand: Blessing of Isis, Blessing of the Pallid Princess, Duelist, Blessing of Maat, Scarab Brooch, Scorpion Whip,
Displayed:
Deck: 17 Discard: 1 Buried: 1
Notes: Blessings available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
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.
zeroth_hour's Reiko |
Going to B to attempt close makes sense to me. I have 2x blessing + 2x weapon and the last card is a barrier.
"Out of Turn Updates: Symbol of Fear is banished.
Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
Turn: 19 - Blessing of the Elements [/ooc]
SOT: None
Give Card: None
Move: Garden D -> Garden B
Explore: Lightning Storm. Display it and recharge both weapons to close. I think I don't expect to take another turn, so I'm ditching the weapons and leaving the blessings instead.
EOT: End Turn and Reset hand
Not rolling the die because the 2 (+1 from Candle if used) blessings in hand will help a lot more than potential 2 recharges that won't get drawn.
"
Hand: Blessing of Abadar, Blessing of the Elements (traded), Old Salt, Sacred Candle#Core, Boots of Elvenkind,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 4
Mat Reroll: unused
NOTES:
Available Support: Blessing usable. Use Sacred Candle against any Blessing #
Other: I'm Reiko (not very talkative)
Middle of Deck (Unknown Order): Kusarigama, Sun Falcon Pectoral (traded), Swipe, Reveler, Advocate's Armor (traded), Defending Sansetsukon +1
Recharged: Blessing of the Quartermaster A, Blessing of the Quartermaster B, Shozoku of the Night Wind, Golden Serpent Armband (traded), Materialize, Double Chicken Saber +1, Splashbolt Crossbow,
Discard Pile:
Buried Pile:
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
Arcane: Charisma +2
Favored Card: Weapon or Poison card
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Poison, Arcane
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."" ([X] Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.
Summary
Acquired: None
Banished: None (Garden of Symmetry B is closed)
Examined: None
Random Card(s) Used: None
Displayed: Lightning Storm
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"
Seoni-EmpTyger |
Hourglass 20: Bastet o'clock
Moving to Garden of Symmetry D
Exploring Garden of Symmetry D-1: Bone Lamellar
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.
Craft 8: 1d12 + 5 ⇒ (4) + 5 = 9
Garden of Symmetry: Recharging Life Drain
Bone Lamellar is acquired and banished. Ezren transmogrifies Bone Lamellar into Random non-Basic Armor 1: Alchemist's Shield
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.
A bone-white piece of fabric draped the entrance to the final section of the garden. Seoni frowned. "I already have a nicer shirt." With some transfiguration wizardry, she stretched the fabric along a circular frame, and infused elemental energies that made the once drab fabric pulsate with vibrant colors. "Much better!"
Revealing and discarding Blessing of Qi Zhong to heal Gem of Mental Acuity and explore Garden of Symmetry D-2: Mummify Self
Traits: Magic Divine
To Acquire: Wisdom Divine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Magic
Knowledge 10: 1d8 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Mummify Self is acquired and banished. Ezren transmogrifies Mummify Self into Random non-Basic Spell 1: Ice Storm
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.
Seoni's circular creation resembled the icon of Qi Zhong, she realized. Inspired, she traced a circular tattoo, and the remaining rags spun and twisted around her. The sorcerer animated them with icy winds, enjoying the feel of the soothing cool fabric against her skin. "Now this is proper desert attire."
Discarding Blessing of Pharasma to explore Garden of Symmetry D-3: Blessing of the Ancients
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 deck, 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.
Knowledge 3: 1d8 + 3 ⇒ (7) + 3 = 10
Garden of Symmetry: Recharging Alchemist's Shield
Blessing of the Ancients is acquired and banished. Ezren transmogrifies Blessing of the Ancients into Random non-Basic Blessing 2: of Osiris
Traits: Divine Osiris Healing
To Acquire: Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
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 her discard pile.
"Perhaps the ancient mummies knew a thing or two after all," Seoni conceded, feeling the cold material against her energized tattoos.
Discarding Blessing of Osiris to explore Garden of Symmetry D-4: Cultist of Areshkagal
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Zelhara discards Blessing of the Pallid Princess
INT 8: 2d8 + 1 ⇒ (3, 3) + 1 = 7
Garden of Symmetry: Recharging Binder's Tome, Game of Afterlife
Recharged cards: 1d4 ⇒ 4
Areshkagal Cultist: Recharging Ice Storm (no cards left in hand). Resetting hand
Hand: Wall of Fire, Fire Snake, Cleric of Nethys, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Steel Ibis Lamellar, Life Drain,
Displayed:
Deck: 14 Discard: 4 Buried: 0
Combat damage: 1d6 ⇒ 4
Banishing Steel Ibis Lamellar to recovery to prevent 4 Combat damageDisplaying and using Wall of Fire
Combat 19 (28): 1d12 + 6 + 2d6 ⇒ (2) + 6 + (3, 4) = 15
Recharging Cleric of Nethys for +2=17. Zelhara discards Blessing of Maat for +3=20.
Garden of Symmetry: Recharging Dimension Leap
Cultist of Areshkagal is banished.
Closing Garden of Symmetry D: Recharging spells Life Drain, Fire Snake
Garden of Symmetry D is closed
Seoni was so wrapped up in developing a portable air conditioning method that once more she let herself be ambushed by a cultist. But the moment the spear struck, the sorcerer abandoned the pallid rags for her steel shirt. Before the maftet could attack again, Seoni trapped him within precisely perpendicular walls of flame. For a moment the far wall seemed like it wouldn't hold, but Eltin the Nethysian was there to reinforce the other side, appropriately enough, and the enclosure remained in divine balance. "A perfectly symmetrical spell cage for you."
Ending turn
Garden of Symmetry: 1d6 ⇒ 1
(No cards in hand)
Recovery:
Craft 9: 1d12 + 5 ⇒ (10) + 5 = 15
Steel Ibis Lamellar is recharged
Arcane 13: 1d12 + 6 ⇒ (5) + 6 = 11
Wall of Fire is discarded
Resetting hand
Hand: Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Surgeon (recharge to heal 1 local card), Disable Mechanism A (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Blessing of Osiris (discard when healing for +1d4 cards), Headband of Alluring Charisma, Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes:
Ask before using:
Can use without asking: Neferekhu; Surgeon; Disable Mechanism; Blessing of Osiris; Create Mindscape
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 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: 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.
[X] 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:
Garden of Symmetry D-1, D-2, D-3, D-4 are banished.
Garden of Symmetry D is closed.
Random Spell 1 is acquired (Ice Storm).
Random Armor 1 is acquired (Alchemist's Shield).
Random Blessing 2 is acquired (of Osiris).
Zelhara discards Blessing of Pallid Princess and Blessing of Maat.
Seoni is at Garden of Symmetry D.
Inquisitor Zelhara |
Hand Update: Discard Blessing of Pallid Princess and Blessing of Maat.
Hand: Blessing of Isis, Duelist, Scarab Brooch, Scorpion Whip,
Displayed:
Deck: 17 Discard: 3 Buried: 1
Notes: Blessing available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
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.