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

Game Master 勝20100

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


1,301 to 1,350 of 1,577 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

Human Wizard (Tier 4.0) | Ezren's Deck //

It is the hour of Maat

Location Power: Damage dealt to you is also dealt to a random other character at this location.

Free explore:

Walled Oasis Card 1 is Blessing of the Elements:

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

Int 6, Mindscape: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12

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: Spell; examine top of location: Villain (trigger!)

Walled Oasis Card 2 is Userib:

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.

Arcane 7, mindscape: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19

Recovery Phase:

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, discarding Locate Object

"

Ezren wrote:

Hand: Ice and Fire, Mirror Image, Elemental Skin, Fire Snake, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Scarab Sand, Acadamae Scholar, Blessing of the Elements,

Displayed: Create Mindscape,
Deck: 8 Discard: 4 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; if check is failed can ignore and evade.

Deck, Discard, Buried:

Reloaded: Arcane Robes,
Middle of Deck (Unknown Order): Magical Mansion, Chain Lightning (Core), Channel the Gift, Corrosion, Acadamae Student, Bound Imp
Recharged: Channel the Gift (Agymah),
Discard Pile: Eruption, Unwrapped Harmony, Khelru, Locate Object,
Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) ([ ]4) to it.
  • [ ] When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
  • [X] When (☐ you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (i.e. not level 0) (☐ and non-Elite) boon of that type from the box.
  • [X] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
  • When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. [Adventure Reward applied to Ezren]
  • "


    Human Wizard (Tier 4.0) | Ezren's Deck //

    On Aric's turn (presuming that the Red Raven wants to come after the villain):

    Display Mirror Image.
    Display Elemental Skin, choosing Fire Aric, this will add 1d6 and the Fire trait to your Melee check.
    Ask Seoni to display Create Mindscape (if she hasn't already)
    For Red Raven's combat check, banish Scarab Sand and bury Fire Snake to add 1d12 (unless Red Raven has another Item that he would rather play, in which case I'll add this to my own combat check)

    2nd combat check vs Userib (DC 17+6+1d4):

    Send Ice and Fire to Recovery
    Recharge Blessing of the Elements to bless
    Combat 17+6+1d4=23+?, Mindscape x2, Acadamae Scholar: 2d12 + 6 + 2d8 + 3 + 2d4 + 1 ⇒ (6, 5) + 6 + (2, 6) + 3 + (1, 1) + 1 = 31 Good enough no matter what the increased difficulty was (I'm assuming that Aric rolls it and then the number applies for both checks).


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Corrected hand from Seoni's last reset. Blessing of Osiris should have been discarded)
    Mummification could only do so much. "At the end of the day, I'm not an Osirian- I'm a Pharasman."

    Seoni wrote:

    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), Fate Blade, Headband of Alluring Charisma,

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
    Deck: 12 Discard: 6 Buried: 0
    Notes: Create Mindscape is displayed at Walled Oasis
    Ask before using:
    Can use without asking: Neferekhu; Surgeon; Disable Mechanism

    Skills and Powers:

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


    Male Human Vigilante Deck Handler

    Aric’s turn

    Hour: Blessing of Nethys
    Switch to Red Raven, exchange Shadowless Sword for Sawtooth Sabre +2.

    Move to Walled Oasis

    Explore and encounter examined Walled Oasis Card 2

    Userib:

    MM ~~Henchman~~ Villain 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.

    Before you act:
    Zelhara or Reiko discard a blessing to bless (not Blessing of the Elements), recharge Quick-change Mask to use Stealth instead of the normal skill
    Stealth 7: 2d10 + 5 ⇒ (5, 2) + 5 = 12
    Success

    First combat check:
    Increased difficulty 1d4 + 6 ⇒ (4) + 6 = 10
    Discard Sawtooth Sabre +2 to use Melee+d6+2+d8+#, adding Finesse, recharge Dandy Brute to add a d6, Ezren’s Elemental Skin adds a d6 and Fire, Ezren banish Scarab Sand and bury Fire Snake to add 1d12, Reiko recharges Blessing of the Elements to bless
    Combat 25: 1d10 + 6 + 1d6 + 2 + 1d8 + 4 + 1d6 + 1d6 + 1d12 + 1d10 ⇒ (4) + 6 + (5) + 2 + (7) + 4 + (4) + (5) + (12) + (2) = 51

    Second combat check: Ezren handles it, with −5 to the difficulty thanks to the power of Sawtooth Sabre +2.
    Reading his spoiler…

    After you act: everyone takes fire damage: 1d4 ⇒ 1, and another local character also takes it a second time.
    Discard 1 card for the damage.

    Villain defeated!

    Warned by Ezren, The Red Raven leaves no chance to the cultist and push his weapon throught him while the wizard casts Fire and Ice magic at him.


    Development

    Several maftet cultists lie dead, and the others have scattered, crying out for their sphinx patron to help as they flee toward the ruined fortress. You take a moment to study the expanse of bizarre patterns they created by carefully arraying stones atop the rocky soil. The patterns align with the partly healed tattoos incised on the fallen cultists’ skin, and you can’t help but be reminded of the ritual foci you helped arrange for Ashasar.

    The fleeing maftets have almost reached the citadel but thankfully have received no sign of reinforcements. Could the sphinx be preparing an even more powerful ritual for the fiend Koth’Vaul without knowing it? Worse, how might the Mana Wastes’ unpredictable magic affect this rite?

    If you are to intervene, you need to hurry. You set off after the fleeing maftets, hoping to catch them before they bring the wrath of the sphinx down upon you.

    Reward

    For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Erayu and 1 character may temporarily replace 1 ally in his deck with the ally Maftet Hunter.

    At the end of each scenario, return these cards to the game box.

    Acquired Cards

    Alchemist's Shield (Armor 2)
    Blessing of Isis (Blessing 3)
    Blessing of Osiris (Blessing 4) x2
    Blessing of the Elements (Blessing 0)
    Burglar's Buckler (Armor 1)
    Corrosion (Spell 2)
    Detect Undead (Spell 1)
    Disable Mechanism (Spell 2)
    Fate Blade (Weapon 4)
    Find Traps (Spell 0)
    Ice Storm (Spell 4)
    Icy Longspear +1 (Weapon 0)
    Khelru (Ally 1)
    Mace of Ruin (Weapon 4)
    Scarab Sand (Item 3)
    Soul Stimulant (Item 2)
    Stained Glass Elemental (Ally 0)

    Weapon 440
    Spell 42210
    Armor 21
    Item 32
    Ally 10
    Blessing 4430


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Will hit up Sunburst for a Camel per always, swap out Iomedae.


    4-4D: A Killer Conundrum

    The fleeing maftets easily outpace you and call out to their sphinx patron as you rush to the ruined fortress. Suddenly, a deafening roar echoes out of the citadel, followed by a visible ripple that emanates from the structure. The maftets at first cheer on hearing the sphinx’s response, but when the wave of energy touches them, they plummet screaming to the ground. By the time this wave reaches you, it has weakened. Nonetheless, you feel it sucking at your life, drawing it forcefully toward the ruins. It may not have killed you, but it certainly hurt! Could this be the Atramentous Eye in action?

    You approach cautiously, peering over a section of toppled wall into the fortress’s courtyard. There, a sphinx sits on her haunches, cradling a multifaceted black sphere in one paw as she mutters insistent questions to it.

    “What are the last words of a dying mute?” she purrs. “How many grains of sand comprise the desert?”

    You lean in to hear better; in the process, you dislodge a few cobbles that clatter down the wall. The sphinx wheels about in alarm, her eyes glowing with fiendish malice. She roars, and the orb seems to drink in the surrounding light before releasing another wave of energy. You take cover behind the broken wall. When you look back, the sphinx is gone.

    It’s difficult to tell quite where she went. However, her words echo throughout the fortress, voicing other quandaries. “How many trespassers must die to fuel my spells? How many spells to solve the Riddle of Koth’Vaul?”

    Her chanted riddles seem to have her distracted. Now if only you could find her before she uses that orb again!


    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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
    After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

    Additional Rules:

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

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

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

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

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

    Scourge Table
    1. Curse of Poisoning
    2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx

    Scourges:

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

    Curse of Poisoning (8 copies)

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

    Curse of Vulnerability (3 copies)

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

    Curse of Daybane (3 copies)

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

    Curse of the Ravenous (3 copies)

    Spoiler:
    Curse of the Ravenous
    Scourge 1
    Traits: Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.

    Curse of Withering (3 copies)

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

    Curse of Fevered Dreams (3 copies)

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

    Curse of the Sphinx (3 copies)

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

    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.

    Story Banes:

    Half-Fiend Sphinx (Villain)

    Spoiler:
    Half-Fiend Sphinx
    Villain
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.

    Beheaded (Closing Henchman)

    Spoiler:
    Beheaded
    Henchman
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing (Closing Henchman)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

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

    Summons:

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

    Aghash (Summon)

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

    Blightwing (Summon)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crawling Hands (Summon)

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

    Forgotten Pharaoh Cultists (Summon)

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

    Giant Sand Eel (Summon)

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

    Natron Zombie (Summon)

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

    Silver Chain Smuggler (Summon)

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

    Warrior Dolls (Summon)

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

    Location #1: Altar of Riddles
    At This Location: 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.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #6: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #7: Walled Oasis
    At This Location: 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.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #8: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None


    Male Human Vigilante Deck Handler

    Aric visits the auction house. He will go to Walled Oasis unless someone else moves there.


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Ezren will start at Altar of Riddles.


    Traders

    Agymah
    Offers: Arcane Spells
    Visiting: Ezren
    Trade Cost: 2 boons (3 without 4-3E reward)

    Ice Storm:
    Ice Storm
    MM Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Symbol of Pain:
    Symbol of Pain
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat.
    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 11 check to recharge it instead.

    Auction House
    Offers: Allies
    Visiting: Aric
    Trade Cost: 2 boons

    Sedja:
    Sedja
    MM Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail to acquire this card, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
    Maftet Hunter:
    Maftet Hunter
    MM Ally 4
    Traits: Maftet Hunter
    To Acquire: Charisma Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.

    Ghoul Market
    Offers: Armor
    Visiting: Reiko, Seoni
    Trade Cost: 1 boon (2 without 4-2E reward)

    Advocate's Armor:
    Advocate's Armor
    MM Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or 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.
    Reed Snake Armor:
    Reed Snake Armor
    MM Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Falcon Crown:
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    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.

    Shardizhad
    Offers: Melee Weapons
    Visiting: Zelhara
    Trade Cost: 2 boons (3 without 4-3E reward)

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

    Sunburst Market
    Offers: Level 0 boon of your choice
    Visiting: Raz, Reiko(?), Zelhara
    Trade Cost: 1 boon


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Ezren trades Walking Stick and Volcanic Storm for Ice Storm at Agymah.

    Ezren takes his usual loot cards:
    Eruption (Marionette)
    Unwrapped Harmony (Apprentice)
    Akhentepi's Armor (Shield Cloak)
    Elemental Skin (Locate Object)

    Starting Location: Altar of Riddles

    Should be ready to go. Just noticed that we've been playing this game for 3 years. Hope it doesn't take us another 3 to finish it! :-)


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Starting Location: Altar of Riddles

    During This Scenario - After drawing starting hands, each character discards the top 1d4 cards of his deck: 1d4 ⇒ 4

    Discard top 4 cards of deck: Elemental Skin, Death's Touch, Mirror Image, and Ice Storm.

    "

    Ezren wrote:

    Hand: Create Mindscape, Eruption, Chain Lightning (Core), Spellbook, Ring of Protection (Core), Acadamae Scholar, Unwrapped Harmony,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Altar of Riddles
    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)

    Create Mindscape: display at a location to +1d4 for local Int/Wis/Cha checks until the location is closed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Arcane Robes, Akhentepi's Armor, Magical Mansion, Bound Imp, Ice and Fire, Acadamae Student, Fire Snake, Channel the Gift
    Recharged:
    Discard Pile: Elemental Skin, Death's Touch (Core), Mirror Image, Ice Storm,
    Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) ([ ]4) to it.
  • [ ] When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
  • [X] When (☐ you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (i.e. not level 0) (☐ and non-Elite) boon of that type from the box.
  • [X] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
  • When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. [Adventure Reward applied to Ezren]
  • "


    Deck Handler Searching for: Blessing 5 > Spell 5 > Weapon 5

    Starting at Crypt

    Loot: Scarab Brooch Replaces Ring of Elemental Command
    Shardizhad: Disrupting Rapier +1 Replaces Cloak of Daggers and Sai
    Sunburst Market: Druid of the Hive Replaces Duelist

    Draw hand then discard from the deck: 1d4 ⇒ 1 Stunning Barrier

    Zelhara wrote:

    Hand: Vestments of Authority, Hungry Ghost Monk, Hangman's Noose, Wayfinder, Blessing of Wadjet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Notes: Blessings available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 [X] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

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


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start at Scorched Ruins.

    Raz wrote:

    Hand: Blessing of Gozreh, Tripartite Spear +2, Mighty Steed, Pillaging Mace, Mass Cure, Camel,

    Displayed:
    Deck: 15 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

    Skills and Powers:
    SKILLS

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

    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] [] []


    Male Human Vigilante Deck Handler

    Aric grabs Maftet Hunter but as loot, not at the trader’s; it replaces Sorrowsoul.
    Replace Candle of Comity by Hand of the honest man.

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Tooled Crocodile Skin (Armor), Quick-change Mask (Item), Mask of the Red Raven (Item), Elyana (Ally), Blessing of Maat (Blessing), Maftet Hunter (Ally), Adamantine Sai +2 (Weapon)

    Deck: 12 Discard: 0 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Unused reroll in 4-4D: A Killer Conundrum
    Kit: Hand of the Honest Man (Loot Item), Bloodbound Hat (Item), Vreva Jhafae (Ally)

    After drawing starting hands, each character discards the top 1d4 cards of his deck: 1d4 ⇒ 3

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Tooled Crocodile Skin (Armor), Quick-change Mask (Item), Mask of the Red Raven (Item), Elyana (Ally), Blessing of Maat (Blessing), Maftet Hunter (Ally), Adamantine Sai +2 (Weapon)

    Deck: 9 Discard: 3 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Unused reroll in 4-4D: A Killer Conundrum
    Kit: Hand of the Honest Man (Loot Item), Bloodbound Hat (Item), Vreva Jhafae (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 +3

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
    Favored Card: None
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


    Hero Points:4

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2
    Perception: Wisdom +2
    Charisma d4

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

    Favored Card: None


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hero Point: Card Feat: 6 blessings
    Upgrading new blessing into [b]Blessing 3 of Gozreh

    Ghoul Market: Trading Blessing 3 of Gozreh for Armor 3 Reed Snake Armor (or Armor 4 Falcon Crown if Reiko prefers)
    Starting at Altar of Riddles
    Deck damage: 1d4 ⇒ 4
    Discarding Life Drain, Game of Afterlife, Create Mindscape, Disable Mechanism from deck
    (At the start of the first turn)
    Recharging Surgeon to heal Life Drain

    Seoni was only concerned with one riddle at the moment: “How long is this migraine going to last?”
    The surgeon picked out some magical leaves and applied a poultice to sorcerer’s brow, and the pain started to lessen. But she exchanged the steel lamellar for some more comfortable garb.

    Seoni wrote:

    Hand: Surgeon, Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Gem of Mental Acuity, Fire Snake, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location),

    Displayed:
    Deck: 12 10 Discard: 3 4 Buried: 0
    Notes:
    Ask before using: Blessing of Gozreh; Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Dimension Leap

    Skills and Powers:

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


    deck handler

    Start at Altar of Riddles.

    Traders:
    Crown of CHA -> Sun Falcon Pectoral
    Headband of Alluring CHA -> Golden Serpent Armband
    Shozoku of the Night Wind -> Advocate's Armor
    Not doing the blessing trade
    Sage -> Blessing of the Elements (Sunburst)

    "

    Reiko wrote:

    Hand: Reveler, Golden Serpent Armband (traded), Blessing of the Quartermaster A, Double Chicken Saber +1, Blessing of the Savored Sting,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 4
    Mat Reroll: unused
    NOTES:
    Available Support: Blessings usable. Use Sacred Candle against any Blessing #
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster B, Silver Balladeer, Materialize, Defending Sansetsukon +1, Wayfinder#Core, Blessing of Abadar, Advocate's Armor (traded), Boots of Elvenkind, Kusarigama, Sun Falcon Pectoral (traded), Splashbolt Crossbow, Swipe, Blessing of the Elements (traded), Old Salt, Sacred Candle#Core
    Recharged:
    Discard Pile:
    Buried Pile:

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

    "


    deck handler

    discards: 1d4 ⇒ 2

    Wayfinder and Swipe


    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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
    After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

    Additional Rules:

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

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

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

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

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

    Scourge Table
    1. Curse of Poisoning
    2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx

    Scourges:

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

    Curse of Poisoning (8 copies)

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

    Curse of Vulnerability (3 copies)

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

    Curse of Daybane (3 copies)

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

    Curse of the Ravenous (3 copies)

    Spoiler:
    Curse of the Ravenous
    Scourge 1
    Traits: Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.

    Curse of Withering (3 copies)

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

    Curse of Fevered Dreams (3 copies)

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

    Curse of the Sphinx (3 copies)

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

    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.

    Story Banes:

    Half-Fiend Sphinx (Villain)

    Spoiler:
    Half-Fiend Sphinx
    Villain
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.

    Beheaded (Closing Henchman)

    Spoiler:
    Beheaded
    Henchman
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing (Closing Henchman)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

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

    Summons:

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

    Aghash (Summon)

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

    Blightwing (Summon)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crawling Hands (Summon)

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

    Forgotten Pharaoh Cultists (Summon)

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

    Giant Sand Eel (Summon)

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

    Natron Zombie (Summon)

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

    Silver Chain Smuggler (Summon)

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

    Warrior Dolls (Summon)

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

    Acquired Cards:

    Random Monsters:

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

    Monster 2

    Spoiler:
    Ice Elemental
    MM Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits. 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.

    Monster 3

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

    Monster 4

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Eternal Captives
    MM Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Barrier 2

    Spoiler:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item 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 3

    Spoiler:
    Void Glyph
    MM Barrier 1
    Traits: Trigger Trap Cold Arcane Veteran
    To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
    When you examine this card, succeed at a Wisdom check 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

    Spoiler:
    Ambush
    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.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Fate Blade
    MM Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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

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

    Weapon 3

    Spoiler:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4

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

    Weapon 5

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

    Random Spells:

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

    Spell 2

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

    Spell 3

    Spoiler:
    Detonate
    MM Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to 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.

    Spell 4

    Spoiler:
    Elemental Mastery
    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 5

    Spoiler:
    Smite Abomination
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Silken Ceremonial Armor
    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 2

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

    Armor 3

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

    Armor 4

    Spoiler:
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    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 5

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

    Random Items:

    Item 1
    Spoiler:
    Sunrod
    MM Item 4
    Traits: Staff Attack Alchemical
    To Acquire: Strength Melee 10 OR Intelligence Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.

    Item 2

    Spoiler:
    Key of the Second Vault
    MM Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it.

    Item 3

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

    Item 4

    Spoiler:
    Potion of Energy Resistance
    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 5

    Spoiler:
    Necklace of Fireballs
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Bal Themm
    MM Ally 2
    Traits: Human Cleric
    To Acquire: CharismaDiplomacy 10
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.

    Ally 2

    Spoiler:
    Sedja
    MM Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail to acquire this card, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 3

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

    Ally 4

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

    Ally 5

    Spoiler:
    Mumia Smugglers
    MM Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 2

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

    Blessing 3

    Spoiler:
    Blessing of Nethys
    MM Blessing C
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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 4

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 5

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

    Turn 1 Raz/eddiephlash

    Hour: Blessing of Osiris:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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.

    Cards Remaining in Hourglass: 29

    Hourglass:

    Turn 2 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Ra
    MM Blessing C
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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.

    Turn 3 Reiko/zeroth_hour

    Spoiler:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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 4 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Ezren/Abraham Z.

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing C
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 7 Raz/eddiephlash

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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 8 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    Turn 9 Reiko/zeroth_hour

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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.

    Turn 10 Seoni/EmpTyger

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

    Turn 11 Ezren/Abraham Z.

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 12 Aric/勝20100

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

    Turn 13 Raz/eddiephlash

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 14 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 15 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Seoni/EmpTyger

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 17 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 18 Aric/勝20100

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

    Turn 19 Raz/eddiephlash

    Spoiler:
    Blessing of Bastet
    MM Blessing C
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 20 Zelhara/Nathan Davis

    Spoiler:
    Concordance's Favor
    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 21 Reiko/zeroth_hour

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

    Turn 22 Seoni/EmpTyger

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 23 Ezren/Abraham Z.

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

    Turn 24 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 25 Raz/eddiephlash

    Spoiler:
    Blessing of Maat
    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 26 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 28 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 29 Ezren/Abraham Z.

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

    Turn 30 Aric/勝20100

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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.

    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

    Altar of Riddles Card 1:
    Blessing of Ra
    MM Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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.
    Altar of Riddles Card 2:
    Beheaded
    MM Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 3:
    Inevitable Trap
    MM Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Altar of Riddles Card 4:
    Hepsushep
    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.
    Altar of Riddles Card 5:
    Bloodroot Poison
    MM Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Altar of Riddles Card 6:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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.
    Altar of Riddles Card 7:
    Brain Ooze
    MM Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a 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.
    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.
    Altar of Riddles Card 8:
    Lightning Bolt
    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.
    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.
    Altar of Riddles Card 9:
    Hearth Elemental
    MM Ally 4
    Traits: Elemental Fire
    To Acquire: See Below None
    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.
    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.
    Altar of Riddles Card 10:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Crypt
    At This Location (Open): Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Zelhara/Nathan Davis

    Crypt Card 1:
    Bonecrusher Hunter
    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.
    Crypt Card 2:
    Flaming Spear +1
    MM Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Crypt Card 3:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Crypt Card 4:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    Crypt Card 5:
    Blightwing
    MM Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 6:
    Lightning Storm
    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.
    Crypt Card 7:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 8:
    Canopic Wrap
    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.
    Crypt Card 9:
    Hand of the Guilty Man
    MM Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Crypt Card 10:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

    Scorched Ruins Card 1:
    Half-Fiend Sphinx
    MM Villain 4
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.
    Scenario: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Scorched Ruins Card 2:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item 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.
    Scorched Ruins Card 3:
    Hide Armor of Fire Resistance
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Scorched Ruins Card 4:
    Carrion Golem
    MM Monster 2
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Scorched Ruins Card 5:
    Shattertouch Shotel +2
    MM Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If 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.
    Scorched Ruins Card 6:
    Catching Cape
    MM Armor B
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Scorched Ruins Card 7:
    Sands of Time
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
    Scorched Ruins Card 8:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Scorched Ruins Card 9:
    Elder Ifreeti
    MM Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    Scorched Ruins Card 10:
    Fiendish Sphinx
    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.

    Chisisek's Tomb
    At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    At This Location (Closed): No effect.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Chisisek's Tomb Card 1:
    Elder Ice Elemental
    MM Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. 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.
    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: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 2:
    Fate Blade
    MM Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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.
    Chisisek's Tomb Card 3:
    Tekenu
    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.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 4:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order 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.
    Chisisek's Tomb Card 5:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 6:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Chisisek's Tomb Card 7:
    Potion of Healing
    MM Item B
    Traits: Liquid Alchemical Healing
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
    Chisisek's Tomb Card 8:
    Grave Goods
    MM Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.
    Chisisek's Tomb Card 9:
    Ubashki Swarm
    MM Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 10:
    Geniekin
    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: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.

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

    Ruined Temple Card 1:
    Symbol of Pain
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 2:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 3:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 4:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 5:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors 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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 6:
    Reed Moccasin
    MM Ally 3
    Traits: Animal Elemental Acid Poison
    To Acquire: Wisdom Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 7:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 8:
    Mistmail
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 9:
    Anubis Staff
    MM Item 1
    Traits: Staff Attack Magic Arcane Divine Anubis
    To Acquire: Arcane Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 10:
    Lightning Storm
    MM Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Location: When you play a card that has the Divine trait, bury it.

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

    Peasant Tombs Card 1:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 2:
    Mace of Ruin
    MM Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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.
    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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 3:
    Hungry Fog
    MM Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 4:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 5:
    Fire Gecko
    MM Ally C
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
    Adventure: If the result of your check to acquire 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 6:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 7:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 8:
    Jet of Anubis
    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.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 9:
    Insanity Mist
    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 10:
    Bonestorm
    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.
    Location: After playing a boon that has the Fire trait, bury it.

    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: Aric/勝20100

    Walled Oasis Card 1:
    Enchanter
    MM Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Location: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 2:
    Collapsing Sphinx
    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.
    Walled Oasis Card 3:
    Stone Weasel
    MM Ally C
    Traits: Animal Elemental
    To Acquire: Wisdom Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    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.
    Walled Oasis Card 4:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Walled Oasis Card 5:
    Thousand Stings Whip
    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.
    Walled Oasis Card 6:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Adventure: If the result of your check to acquire 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.
    Walled Oasis Card 7:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    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.
    Walled Oasis Card 8:
    Fireball Trap
    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: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 9:
    Knock
    MM Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Walled Oasis Card 10:
    Scarab Swarm
    MM Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Location: Damage dealt to you is also dealt to a random other character at this location.

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

    Scorched Obelisk Card 1:
    Rukh
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 2:
    Sun Falcon
    MM Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 3:
    Library Curator
    MM Ally 3
    Traits: Human Cleric
    To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.
    Scorched Obelisk Card 4:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Scorched Obelisk Card 5:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 6:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 7:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Scorched Obelisk Card 8:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 9:
    Striking Wing Scimitar
    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.
    Scorched Obelisk Card 10:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Discard top from deck: 1d4 ⇒ 1 cards: Retriever.

    Start turn. Hour is Osiris. Explore Scorched Ruins 1: Half-Fiend Sphinx. Whelp Guard checks I guess?

    For combat, reveal and discard Tripartite spear. Discard top of deck: Warhorse 1 which recharges. Bless with Gozreh. Difficulty increased by 3 due to no ranged or Attack.
    Combat 20+3 = 23 (25): 2d8 + 5 + 1d8 + 2 + 1d8 + 1d6 + 1 ⇒ (1, 5) + 5 + (8) + 2 + (2) + (3) + 1 = 27 Defeated!

    After the encounter, Each character discards the top 1d4 cards off their deck
    Villain effect: 1d4 ⇒ 3: Ebon Thorn, Frost Lance +2, Belt of Charging

    Discard Mighty Steed to move to the location with the character that got hurt the most after all that villain nonsense. Cast Mass Cure on them (plus myself).
    Heal: 1d4 + 1 ⇒ (2) + 1 = 3: Blessing of Gozreh, Tripartite Spear +2, Mighty Steed.

    Raz attempts to recover all cards in their Recovery pile, discarding top of deck: Dwarven Earthbreaker +1 for paladin power.

    Mass Cure: Divine 14: 2d6 + 3 ⇒ (2, 3) + 3 = 8 -> Mass Cure discarded. Raz resets their hand, drawing 4.

    Raz wrote:

    Hand: Pillaging Mace, Camel, Blessing of Gorum, Pegasus, Mountain Dog, Spellsword +2,

    Displayed:
    Deck: 9 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

    Skills and Powers:
    SKILLS

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

    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] [] []


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Raz's turn)
    Guarding Altar of Riddles:
    Knowledge 10: 1d8 + 3 ⇒ (7) + 3 = 10
    Altar of Riddles is guarded
    Deck damage: 1d4 ⇒ 4
    Discarding Blessing of Pharasma, Neferekhu, Wall of Fire, Cleric of Nethys from deck

    The sphinx wasn't here, but its wail echoed painfully in Seoni's mind.

    Seoni wrote:

    Hand: Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Gem of Mental Acuity, Fire Snake, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location),

    Displayed:
    Deck: 8 Discard: 7 Buried: 0
    Notes:
    Ask before using: Blessing of Gozreh; Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Dimension Leap

    Skills and Powers:

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


    Deck Handler Searching for: Blessing 5 > Spell 5 > Weapon 5

    Guard Divine 4+4: 1d10 + 5 ⇒ (2) + 5 = 7
    Failed Guard

    Discard from the top: 1d4 ⇒ 1 Not to bad, discard Swipe


    deck handler

    Seoni already guarded.

    discard: 1d4 ⇒ 3

    Blessing of the Quartermaster B
    Advocate's Armor (traded)
    Sun Falcon Pectoral (traded)


    Human Wizard (Tier 4.0) | Ezren's Deck //

    After Raz's villain encounter:
    Discard from deck: 1d4 ⇒ 2 Discard Bound Imp and Fire Snake

    I believe this means that Seoni has taken the most dmg, which would mean that Raz moves to Altar of Riddles and Seoni heals 3. Yes?

    Ezren displays Create Mindscape at Altar of Riddles.

    Everyone, don't forget Ezren's transmogrifying powers when you acquire boons.

    "

    Ezren wrote:

    Hand: Eruption, Chain Lightning (Core), Spellbook, Ring of Protection (Core), Acadamae Scholar, Unwrapped Harmony,

    Displayed: Create Mindscape,
    Deck: 6 Discard: 6 Buried: 0
    Current Location: Altar of Riddles
    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)

    Create Mindscape: displayed at Altar of Riddles to +1d4 for local Int/Wis/Cha checks until the location is closed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Channel the Gift, Magical Mansion, Acadamae Student, Akhentepi's Armor, Ice and Fire, Arcane Robes
    Recharged:
    Discard Pile: Elemental Skin, Death's Touch (Core), Mirror Image, Ice Storm, Bound Imp, Fire Snake,
    Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) ([ ]4) to it.
  • [ ] When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
  • [X] When (☐ you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (i.e. not level 0) (☐ and non-Elite) boon of that type from the box.
  • [X] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
  • When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. [Adventure Reward applied to Ezren]
  • "


    Male Human Vigilante Deck Handler

    Guarding Walled Oasis

    Acid Damage: 1d4 ⇒ 4
    Recharge Tooled Crocodile Skin to reduce the damage by 3.
    Discard Maftet Hunter to damage but use Aric’s power to recharge them instead.

    The location is guarded.

    After the encounter with the villain:

    Cards to discard from top: 1d4 ⇒ 1 (Shadowless Sword 2)

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Quick-change Mask (Item), Mask of the Red Raven (Item), Elyana (Ally), Blessing of Maat (Blessing), Adamantine Sai +2 (Weapon)

    Deck: 10 Discard: 4 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Unused reroll in 4-4D: A Killer Conundrum
    Kit: Hand of the Honest Man (Loot Item), Bloodbound Hat (Item), Vreva Jhafae (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 +3

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
    Favored Card: None
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


    Hero Points:4

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2
    Perception: Wisdom +2
    Charisma d4

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

    Favored Card: None


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Raz’s turn)
    Healing: 1d4 + 1 ⇒ (3) + 1 = 4
    Mass Cure: Cleric of Nethys, Disable Mechanism, Create Mindscape, Neferekhu are healed

    “Raz to the rescue!” cheered Seoni as the paladin made a very welcome entrance.

    Seoni wrote:

    Hand: Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Gem of Mental Acuity, Fire Snake, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location),

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes:
    Ask before using: Blessing of Gozreh; Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Dimension Leap

    Skills and Powers:

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


    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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
    After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

    Additional Rules:

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

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

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

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

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

    Scourge Table
    1. Curse of Poisoning
    2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx

    Scourges:

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

    Curse of Poisoning (8 copies)

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

    Curse of Vulnerability (3 copies)

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

    Curse of Daybane (3 copies)

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

    Curse of the Ravenous (3 copies)

    Spoiler:
    Curse of the Ravenous
    Scourge 1
    Traits: Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.

    Curse of Withering (3 copies)

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

    Curse of Fevered Dreams (3 copies)

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

    Curse of the Sphinx (3 copies)

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

    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.

    Story Banes:

    Half-Fiend Sphinx (Villain)

    Spoiler:
    Half-Fiend Sphinx
    Villain
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.

    Beheaded (Closing Henchman)

    Spoiler:
    Beheaded
    Henchman
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing (Closing Henchman)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

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

    Summons:

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

    Aghash (Summon)

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

    Blightwing (Summon)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crawling Hands (Summon)

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

    Forgotten Pharaoh Cultists (Summon)

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

    Giant Sand Eel (Summon)

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

    Natron Zombie (Summon)

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

    Silver Chain Smuggler (Summon)

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

    Warrior Dolls (Summon)

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

    Acquired Cards:

    Random Monsters:

    Monster 1
    Spoiler:
    Mummy
    MM Monster 4
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 2

    Spoiler:
    Ice Elemental
    MM Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits. 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.

    Monster 3

    Spoiler:
    Ghoul
    MM Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 4

    Spoiler:
    Elder Ifreeti
    MM Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Dance of the Dead
    MM Barrier P
    Traits: Trigger Curse Magic Cache
    To Defeat: DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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 5

    Spoiler:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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.

    Random Weapons:

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

    Weapon 2

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

    Weapon 3

    Spoiler:
    Shattertouch Shotel +2
    MM Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If 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

    Spoiler:
    Shocking Scimitar +2
    MM Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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.

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Acute Senses
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After 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.

    Spell 2

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

    Spell 3

    Spoiler:
    Elemental Mastery
    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

    Spoiler:
    Channel the Gift
    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

    Spoiler:
    Channel the Gift
    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.

    Random Armor:

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

    Armor 2

    Spoiler:
    Clawhand Shield
    MM Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

    Armor 3

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

    Armor 4

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

    Armor 5

    Spoiler:
    Alchemist's Suit
    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.

    Random Items:

    Item 1
    Spoiler:
    Seer's Tea
    MM Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

    Item 2

    Spoiler:
    Black Marsh Spider Venom
    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 3

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

    Item 4

    Spoiler:
    Mummified Cat
    MM Item 1
    Traits: Object Magic Mummy
    To Acquire: Wisdom Divine Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Ubashki
    MM Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Reta Bigbad
    MM Ally P
    Traits: Goblin Fighter Veteran
    To Acquire: Combat 15
    OR CharismaDiplomacy 10

    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Ally 3

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

    Ally 4

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

    Ally 5

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

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Maat
    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

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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

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

    Blessing 5

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

    Turn 2 Zelhara/Nathan Davis

    Hour: Blessing of Ra:
    Blessing of Ra
    MM Blessing C
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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.

    Cards Remaining in Hourglass: 28

    Hourglass:

    Turn 3 Reiko/zeroth_hour

    Spoiler:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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 4 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Ezren/Abraham Z.

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing C
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 7 Raz/eddiephlash

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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 8 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    Turn 9 Reiko/zeroth_hour

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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.

    Turn 10 Seoni/EmpTyger

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

    Turn 11 Ezren/Abraham Z.

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 12 Aric/勝20100

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

    Turn 13 Raz/eddiephlash

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 14 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 15 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Seoni/EmpTyger

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 17 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 18 Aric/勝20100

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

    Turn 19 Raz/eddiephlash

    Spoiler:
    Blessing of Bastet
    MM Blessing C
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 20 Zelhara/Nathan Davis

    Spoiler:
    Concordance's Favor
    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 21 Reiko/zeroth_hour

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

    Turn 22 Seoni/EmpTyger

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 23 Ezren/Abraham Z.

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

    Turn 24 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 25 Raz/eddiephlash

    Spoiler:
    Blessing of Maat
    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 26 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 28 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 29 Ezren/Abraham Z.

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

    Turn 30 Aric/勝20100

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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.

    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., Raz/eddiephlash, Reiko/zeroth_hour, Seoni/EmpTyger

    Altar of Riddles Card 1:
    Blessing of Ra
    MM Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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.
    Altar of Riddles Card 2:
    Beheaded
    MM Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 3:
    Inevitable Trap
    MM Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Altar of Riddles Card 4:
    Hepsushep
    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.
    Altar of Riddles Card 5:
    Bloodroot Poison
    MM Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Altar of Riddles Card 6:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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.
    Altar of Riddles Card 7:
    Brain Ooze
    MM Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a 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.
    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.
    Altar of Riddles Card 8:
    Lightning Bolt
    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.
    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.
    Altar of Riddles Card 9:
    Hearth Elemental
    MM Ally 4
    Traits: Elemental Fire
    To Acquire: See Below None
    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.
    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.
    Altar of Riddles Card 10:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.

    Crypt
    At This Location (Open): Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Zelhara/Nathan Davis

    Crypt Card 1:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Crypt Card 2:
    Blightwing
    MM Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    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: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    Crypt Card 4:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 5:
    Flaming Spear +1
    MM Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Crypt Card 6:
    Lightning Storm
    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.
    Crypt Card 7:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Crypt Card 8:
    Hand of the Guilty Man
    MM Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Crypt Card 9:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Bonecrusher Hunter
    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.
    Crypt Card 11:
    Canopic Wrap
    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.

    Scorched Ruins
    Closed
    At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Chisisek's Tomb
    At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    At This Location (Closed): No effect.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Chisisek's Tomb Card 1:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 2:
    Fate Blade
    MM Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Chisisek's Tomb Card 3:
    Potion of Healing
    MM Item B
    Traits: Liquid Alchemical Healing
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
    Chisisek's Tomb Card 4:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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.
    Chisisek's Tomb Card 6:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order 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.
    Chisisek's Tomb Card 7:
    Ubashki Swarm
    MM Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 8:
    Grave Goods
    MM Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.
    Chisisek's Tomb Card 9:
    Geniekin
    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: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 10:
    Tekenu
    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.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 11:
    Elder Ice Elemental
    MM Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. 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.
    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: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.

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

    Ruined Temple Card 1:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 2:
    Half-Fiend Sphinx
    MM Villain 4
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.
    Scenario: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 3:
    Reed Moccasin
    MM Ally 3
    Traits: Animal Elemental Acid Poison
    To Acquire: Wisdom Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 4:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors 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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 5:
    Anubis Staff
    MM Item 1
    Traits: Staff Attack Magic Arcane Divine Anubis
    To Acquire: Arcane Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 6:
    Lightning Storm
    MM Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 7:
    Mistmail
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 8:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 9:
    Symbol of Pain
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 10:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 11:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you play a card that has the Divine trait, bury it.

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

    Peasant Tombs Card 1:
    Insanity Mist
    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 2:
    Jet of Anubis
    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.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 3:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 5:
    Bonestorm
    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.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 6:
    Fire Gecko
    MM Ally C
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
    Adventure: If the result of your check to acquire 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 7:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 8:
    Hungry Fog
    MM Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 9:
    Blessing of Abadar
    MM Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Peasant Tombs Card 10:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Location: After playing a boon that has the Fire trait, bury it.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Peasant Tombs Card 10:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 11:
    Mace of Ruin
    MM Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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.
    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: After playing a boon that has the Fire trait, bury it.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.

    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: Aric/勝20100

    Walled Oasis Card 1:
    Enchanter
    MM Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Location: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 2:
    Collapsing Sphinx
    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.
    Walled Oasis Card 3:
    Stone Weasel
    MM Ally C
    Traits: Animal Elemental
    To Acquire: Wisdom Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    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.
    Walled Oasis Card 4:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Walled Oasis Card 5:
    Thousand Stings Whip
    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.
    Walled Oasis Card 6:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Adventure: If the result of your check to acquire 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 (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Walled Oasis Card 7:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    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.
    Walled Oasis Card 8:
    Fireball Trap
    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: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 9:
    Knock
    MM Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Walled Oasis Card 10:
    Scarab Swarm
    MM Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Location: Damage dealt to you is also dealt to a random other character at this location.

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

    Scorched Obelisk Card 1:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Scorched Obelisk Card 2:
    Library Curator
    MM Ally 3
    Traits: Human Cleric
    To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.
    Scorched Obelisk Card 3:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 4:
    Striking Wing Scimitar
    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.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Scorched Obelisk Card 5:
    Rukh
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 6:
    Sun Falcon
    MM Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 7:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 8:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Scorched Obelisk Card 9:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 10:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 11:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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.


    Deck Handler Searching for: Blessing 5 > Spell 5 > Weapon 5

    Hour of Ra

    Move to Scorched Obelisk
    Free explore and encounter Mystic Silk Coat
    Reveal Blessing of Wadjet

    Fortitude 8: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 Banished!

    Discard Hungry Ghost Monk to explore and encounter Library Curator
    Reveal Blessing of Wadjet

    Diplomacy 9: 1d6 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 Banished!

    Recharge Wayfinder to move to Altar of Riddles and examine:
    Altar of Riddles Card 1: Blessing of Ra
    Altar of Riddles Card 2: Beheaded


    Bury Hungry Ghost Monk to heal Stunning Barrier and Swipe.


    On reset recharge Vestments of Authority

    Zelhara wrote:

    Hand: Blessing of the Savored Sting, Armored Halo, Hangman's Noose, Druid of the Hive, Blessing of Wadjet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 13 Discard: 0 Buried: 1
    "Notes: Blessings available.

    Local: Bury a discarded ally to heal 2."
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 [X] +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 attempts to use the confusion caused by the battle with the Sphinx to gather a few odds and ends but utterly fails. She does however find a way forward through the Alter.

    Scorched Obelisk: Banished 1-2
    Riddle of Alters: Examined 1-2


    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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
    After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

    Additional Rules:

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

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

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

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

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

    Scourge Table
    1. Curse of Poisoning
    2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx

    Scourges:

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

    Curse of Poisoning (8 copies)

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

    Curse of Vulnerability (3 copies)

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

    Curse of Daybane (3 copies)

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

    Curse of the Ravenous (3 copies)

    Spoiler:
    Curse of the Ravenous
    Scourge 1
    Traits: Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.

    Curse of Withering (3 copies)

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

    Curse of Fevered Dreams (3 copies)

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

    Curse of the Sphinx (3 copies)

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

    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.

    Story Banes:

    Half-Fiend Sphinx (Villain)

    Spoiler:
    Half-Fiend Sphinx
    Villain
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.

    Beheaded (Closing Henchman)

    Spoiler:
    Beheaded
    Henchman
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing (Closing Henchman)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

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

    Summons:

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

    Aghash (Summon)

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

    Blightwing (Summon)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crawling Hands (Summon)

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

    Forgotten Pharaoh Cultists (Summon)

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

    Giant Sand Eel (Summon)

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

    Natron Zombie (Summon)

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

    Silver Chain Smuggler (Summon)

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

    Warrior Dolls (Summon)

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

    Acquired Cards:

    Random Monsters:

    Monster 1
    Spoiler:
    Skull Ripper
    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

    Spoiler:
    Giant Crocodile
    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.

    Monster 3

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

    Monster 4

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Eternal Captives
    MM Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Barrier 2

    Spoiler:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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

    Spoiler:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item 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 4

    Spoiler:
    Shocking Chest
    MM Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2

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

    Weapon 3

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

    Weapon 4

    Spoiler:
    Spellsword +2
    MM Weapon 4
    Traits: Sword Melee Slashing Magic
    To Acquire: Strength Melee Arcane Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 5

    Spoiler:
    Shattertouch Shotel +2
    MM Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If 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.

    Random Spells:

    Spell 1
    Spoiler:
    Heat Metal
    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.

    Spell 2

    Spoiler:
    Whip of Centipedes
    MM Spell 4
    Traits: Magic Arcane Divine Attack Poison
    To Acquire: Intelligence Arcane Wisdom Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may 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 3

    Spoiler:
    Smite Abomination
    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.

    Spell 4

    Spoiler:
    Safety Bubble
    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

    Spoiler:
    Channel the Gift
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Steel Ibis Lamellar
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, 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 2

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

    Armor 3

    Spoiler:
    Portable Sarcophagus
    MM Armor P
    Traits: Light Armor Magic
    To Acquire:
    ConstitutionFortitude 6

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

    Armor 4

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

    Armor 5

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

    Random Items:

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

    Item 2

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

    Item 3

    Spoiler:
    Spellbottle
    MM Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

    Item 4

    Spoiler:
    Effigy of Maat
    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 5

    Spoiler:
    Potion of Energy Resistance
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Aunty
    MM Ally C
    Traits: Human Cleric
    To Acquire: Divine Charisma Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location deck. Then you may explore your location.

    Ally 2

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

    Ally 3

    Spoiler:
    Ubashki
    MM Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Ally 4

    Spoiler:
    Miau Pakhet
    MM Ally P
    Traits: Catfolk Bard Gambling
    To Acquire: CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

    Ally 5

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

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Nethys
    MM Blessing C
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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 2

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

    Blessing 3

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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 4

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    Blessing 5

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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 3 Reiko/zeroth_hour

    Hour: Blessing of Pharasma:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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.

    Cards Remaining in Hourglass: 27

    Hourglass:

    Turn 4 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Ezren/Abraham Z.

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing C
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 7 Raz/eddiephlash

    Spoiler:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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 8 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    Turn 9 Reiko/zeroth_hour

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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.

    Turn 10 Seoni/EmpTyger

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

    Turn 11 Ezren/Abraham Z.

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 12 Aric/勝20100

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

    Turn 13 Raz/eddiephlash

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 14 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 15 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Seoni/EmpTyger

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 17 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 18 Aric/勝20100

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

    Turn 19 Raz/eddiephlash

    Spoiler:
    Blessing of Bastet
    MM Blessing C
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 20 Zelhara/Nathan Davis

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

    Turn 21 Reiko/zeroth_hour

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

    Turn 22 Seoni/EmpTyger

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 23 Ezren/Abraham Z.

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

    Turn 24 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 25 Raz/eddiephlash

    Spoiler:
    Blessing of Maat
    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 26 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 28 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 29 Ezren/Abraham Z.

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

    Turn 30 Aric/勝20100

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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.

    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., Raz/eddiephlash, Reiko/zeroth_hour, Seoni/EmpTyger, Zelhara/Nathan Davis

    Altar of Riddles Card 1 (Blessing of Ra):
    Blessing of Ra
    MM Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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.
    Altar of Riddles Card 2 (Beheaded):
    Beheaded
    MM Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 3:
    Inevitable Trap
    MM Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Altar of Riddles Card 4:
    Hepsushep
    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.
    Altar of Riddles Card 5:
    Bloodroot Poison
    MM Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Altar of Riddles Card 6:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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.
    Altar of Riddles Card 7:
    Brain Ooze
    MM Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a 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.
    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.
    Altar of Riddles Card 8:
    Lightning Bolt
    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.
    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.
    Altar of Riddles Card 9:
    Hearth Elemental
    MM Ally 4
    Traits: Elemental Fire
    To Acquire: See Below None
    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.
    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.
    Altar of Riddles Card 10:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.

    Crypt
    At This Location (Open): Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Crypt Card 1:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Crypt Card 2:
    Blightwing
    MM Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    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: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    Crypt Card 4:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 5:
    Flaming Spear +1
    MM Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Crypt Card 6:
    Lightning Storm
    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.
    Crypt Card 7:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Crypt Card 8:
    Hand of the Guilty Man
    MM Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Crypt Card 9:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Bonecrusher Hunter
    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.
    Crypt Card 11:
    Canopic Wrap
    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.

    Scorched Ruins
    Closed
    At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Chisisek's Tomb
    At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    At This Location (Closed): No effect.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Chisisek's Tomb Card 1:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 2:
    Fate Blade
    MM Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Chisisek's Tomb Card 3:
    Potion of Healing
    MM Item B
    Traits: Liquid Alchemical Healing
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
    Chisisek's Tomb Card 4:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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.
    Chisisek's Tomb Card 6:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order 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.
    Chisisek's Tomb Card 7:
    Ubashki Swarm
    MM Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 8:
    Grave Goods
    MM Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.
    Chisisek's Tomb Card 9:
    Geniekin
    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: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 10:
    Tekenu
    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.
    Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Chisisek's Tomb Card 11:
    Elder Ice Elemental
    MM Monster 4
    Traits: Elemental Outsider Cold
    To Defeat: Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. 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.
    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: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.

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

    Ruined Temple Card 1:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 2:
    Half-Fiend Sphinx
    MM Villain 4
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.
    Scenario: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 3:
    Reed Moccasin
    MM Ally 3
    Traits: Animal Elemental Acid Poison
    To Acquire: Wisdom Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 4:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors 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.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 5:
    Anubis Staff
    MM Item 1
    Traits: Staff Attack Magic Arcane Divine Anubis
    To Acquire: Arcane Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 6:
    Lightning Storm
    MM Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 7:
    Mistmail
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 8:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 9:
    Symbol of Pain
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead.
    Location: When you play a card that has the Divine trait, bury it.
    Ruined Temple Card 10:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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 play a card that has the Divine trait, bury it.
    Ruined Temple Card 11:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you play a card that has the Divine trait, bury it.

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

    Peasant Tombs Card 1:
    Insanity Mist
    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 2:
    Jet of Anubis
    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.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 3:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 5:
    Bonestorm
    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.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 6:
    Fire Gecko
    MM Ally C
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
    Adventure: If the result of your check to acquire 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 7:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 8:
    Hungry Fog
    MM Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 9:
    Blessing of Abadar
    MM Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Peasant Tombs Card 10:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Location: After playing a boon that has the Fire trait, bury it.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Peasant Tombs Card 10:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 11:
    Mace of Ruin
    MM Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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.
    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: After playing a boon that has the Fire trait, bury it.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.

    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: Aric/勝20100

    Walled Oasis Card 1:
    Enchanter
    MM Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Location: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 2:
    Collapsing Sphinx
    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.
    Walled Oasis Card 3:
    Stone Weasel
    MM Ally C
    Traits: Animal Elemental
    To Acquire: Wisdom Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    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.
    Walled Oasis Card 4:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Walled Oasis Card 5:
    Thousand Stings Whip
    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.
    Walled Oasis Card 6:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Adventure: If the result of your check to acquire 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 (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Walled Oasis Card 7:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    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.
    Walled Oasis Card 8:
    Fireball Trap
    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: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 9:
    Knock
    MM Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Walled Oasis Card 10:
    Scarab Swarm
    MM Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Location: Damage dealt to you is also dealt to a random other character at this location.

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

    Scorched Obelisk Card 1:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 2:
    Striking Wing Scimitar
    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.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Scorched Obelisk Card 3:
    Rukh
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 4:
    Sun Falcon
    MM Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 5:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 6:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Scorched Obelisk Card 7:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 8:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 9:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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.


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Reminder that Create Mindscape is displayed at Altar of Riddles


    deck handler

    "Out of Turn Updates: None
    Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
    Turn: 3 - Blessing of Pharasma [/ooc]
    SOT: Call Blessing (Altar of Riddles), get Blessing of Ra
    Give Card: None
    Move: Altar of Riddles -> Chisisek's Tomb (not good at the close)
    Explore: Warrior Dolls. Yay. Use DCS+1 and Blessing of Ra for 2 extra dice due to the Fire.

    Combat 10+##=18: 3d10 + 1d8 + 7 ⇒ (7, 3, 2) + (6) + 7 = 25

    Now for Theletos. Use BotQ

    Combat 18: 2d10 + 1d8 + 7 ⇒ (6, 7) + (6) + 7 = 26

    Draw Heat Metal from the Box

    EOT: End Turn and Reset hand

    "

    Reiko wrote:

    Hand: Reveler, Golden Serpent Armband (traded), Old Salt, Double Chicken Saber +1, Blessing of the Savored Sting,

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Hero Points: 4
    Mat Reroll: unused
    NOTES:
    Available Support: Blessings usable. Use Sacred Candle against any Blessing #
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Splashbolt Crossbow, Silver Balladeer, Materialize, Sacred Candle#Core, Blessing of the Elements (traded), Defending Sansetsukon +1, Kusarigama, Blessing of Abadar, Boots of Elvenkind
    Recharged:
    Discard Pile: Wayfinder#Core, Swipe, Blessing of the Quartermaster B, Advocate's Armor (traded), Sun Falcon Pectoral (traded), Blessing of Ra*, Blessing of the Quartermaster A,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    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: Closed Chisisek's Tomb
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: Spell 1 (Heat Metal)
    Actions needed by other Player(s): None"


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 4: Ancients o’clock
    Altar of Riddles: Guessing Loot
    Examining Altar of Riddles 2: Beheaded

    Beheaded:
    MM
    Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    “Decapitation is no cure for a headache.” The sorcerer was not in the mood for riddles.

    Moving to Ruined Temple
    Exploring Ruined Temple 1: Blessing of the Ancients

    Blessing of the Ancients:
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 ⇒ (3) + 3 = 6
    Blessing of the Ancients is acquired and banished. Ezren transmogrifies Blessing of the Ancient into Random non-Basic Blessing 4: of Thoth
    Blessing of Thoth:
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    She went to a quiet corner of the ancient temple. A curious emblem was inscribed in the wall, a scarab facing a perfect circle. The mystic tapped a similarly circular tattoo on her arm. Both began to glow.

    Ending turn

    Seoni wrote:

    Hand: Blessing of Thoth (discard to bless and add Cold/doublebless if Cold or non-combat WIS), Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Blessing of Pharasma B1 (discard to bless/double bless if spell is cast), Gem of Mental Acuity, Fire Snake, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location),

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes:
    Ask before using: Blessing of Gozreh; Blessing of Pharasma; Blessing of Thoth
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Dimension Leap

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [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:
    Ruined Temple 1 is banished.
    Random Blessing 4 (of Thoth) is acquired.
    Seoni is at Ruined Temple.


    deck handler

    Hand update was bad, this is actual hand:

    "

    Reiko wrote:

    Hand: Reveler, Golden Serpent Armband (traded), Heat Metal*, Double Chicken Saber +1, Blessing of the Savored Sting,

    Displayed:
    Deck: 10 Discard: 7 Buried: 0
    Hero Points: 4
    Mat Reroll: unused
    NOTES:
    Available Support: Blessings usable. Use Sacred Candle against any Blessing #
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Silver Balladeer, Boots of Elvenkind, Sacred Candle#Core, Splashbolt Crossbow, Old Salt, Blessing of Abadar, Materialize, Kusarigama, Defending Sansetsukon +1, Blessing of the Elements (traded)
    Recharged:
    Discard Pile: Wayfinder#Core, Swipe, Blessing of the Quartermaster B, Advocate's Armor (traded), Sun Falcon Pectoral (traded), Blessing of Ra*, Blessing of the Quartermaster A,
    Buried Pile:

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

    "


    Human Wizard (Tier 4.0) | Ezren's Deck //

    It is the hour of Osiris Blessing 4 if anyone has a way to draw the hour.

    Start of Turn:
    Location Power: 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. - the top card is already known, Beheaded, the henchman.

    Move: Ruined Temple (with all the damage we've already taken, no need to make Raz and Zelhara each take dmg from the henchman's BYA. But I can come back to this location to close it once no one is there).
    Location Power: When you play a card that has the Divine trait, bury it.

    Free explore:

    Ruined Temple Card 2 is Half-Fiend Sphinx:

    MM Villain 4
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.
    Scenario: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Location: When you play a card that has the Divine trait, bury it.

    Guard checks: Raz or Zelhara can attempt Altar of Riddles (with +1d4 from Create Mindscape displayed there); Walled Oasis - Aric,
    Unoccupied: Crypt, Peasant Tombs, Scorched Obelisk
    Already Closed: Scorched Ruins, Chisisek's Tomb

    Pausing for guard checks.

    Edit: before doing guard checks, waiting for an answer in Discord about whether or not Ezren can use the following boon power: "When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location." and whether, if he uses it, that would mean that the 1d4 discards for every character would not apply. If so, I'll use that power to evade, which will mean no need for guard checks and we'll still know what location the villain is at, albeit shuffled.


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Half-Fiend Sphinx:

    MM Villain 4
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.
    Scenario: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Location: When you play a card that has the Divine trait, bury it.

    Combat vs Villain after Guard checks are completed:

    Display Chain Lightning
    Reveal Acadamae Scholar
    Ask Seoni to discard Blessing of Pharasma to double bless.
    Combat 20 (25): 3d12 + 6 + 3d6 + 1 ⇒ (9, 11, 11) + 6 + (4, 3, 3) + 1 = 48

    No Poison dmg

    Villain is defeated and escapes to another location.

    Scenario Power: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Ezren discards: 1d4 ⇒ 3 - Acadamae Student, Arcane Robes, and (ugh) Magical Mansion are discarded.

    Ruined Temple is closed.
    Ruined Temple When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. Unless someone has a Curse, draw Random Blessing 5 - Blessing of Nethys

    End turn - banish Chain Lightning to Recovery

    Recovery Phase:
    Recharge Chain Lightning? Arcane 13, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (6) + 6 + (2) + 1 = 15

    Ezren power: Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn. - choose 7
    Reset Hand

    "

    Ezren wrote:

    Hand: Eruption, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Acadamae Scholar, Unwrapped Harmony, Blessing of Nethys,

    Displayed: Create Mindscape,
    Deck: 3 Discard: 9 Buried: 0
    Current Location: Ruined Temple
    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)

    Create Mindscape: displayed at Altar of Riddles to +1d4 for local Int/Wis/Cha checks until the location is closed.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice and Fire, Channel the Gift
    Recharged: Chain Lightning (Core),
    Discard Pile: Elemental Skin, Death's Touch (Core), Mirror Image, Ice Storm, Bound Imp, Fire Snake, Acadamae Student, Arcane Robes, Magical Mansion,
    Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) ([ ]4) to it.
  • [ ] When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
  • [X] When (☐ you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (i.e. not level 0) (☐ and non-Elite) boon of that type from the box.
  • [X] Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
  • When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. [Adventure Reward applied to Ezren]
  • "


    Deck Handler Searching for: Blessing 5 > Spell 5 > Weapon 5

    Guarding Altar of Riddles

    Wisdom 10: 1d10 + 4 ⇒ (6) + 4 = 10 Guarded!

    Discard Cards from deck: 1d4 ⇒ 2 Swipe and Stunning Barrier

    Zelhara wrote:

    Hand: Blessing of the Savored Sting, Armored Halo, Hangman's Noose, Druid of the Hive, Blessing of Wadjet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    Notes: Blessings available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 [X] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

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


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Ezren’s turn)
    Banishing Dimension Leap to recovery to move to Crypt.
    Guarding Crypt: Banishing Fire Snake to recovery
    Arcane 4+4=8: 1d12 + 6 ⇒ (1) + 6 = 7
    Using an Accessory Perk reroll on the d12
    Arcane 4+4=8: 7 - 1 + 1d12 ⇒ 7 - 1 + (9) = 15
    Crypt is guarded
    Deck damage: 1d4 ⇒ 2
    Discarding Life Drain, Binder’s Tome from deck
    Recovery:
    Arcane 12: 1d12 + 6 ⇒ (7) + 6 = 13
    Dimension Leap is recharged
    Arcane 8: 1d12 + 6 ⇒ (7) + 6 = 13
    Fire Snake is recharged

    The tranquility of the temple was shattered. Seoni dimension doored deep into the crypt, where it was so cold that her fire snake nearly didn’t catch. But it seemed a critical moment, so the sorcerer fed the summoned creature some expensive spell components, and the flickering being stayed materialized. “At least the pain isn’t as bad in here.”

    Seoni wrote:

    Hand: Blessing of Thoth (discard to bless and add Cold/doublebless if Cold or non-combat WIS), Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Gem of Mental Acuity,

    Displayed:
    Deck: 12 Discard: 6 Buried: 0
    Notes:
    Ask before using: Blessing of Gozreh; Blessing of Thoth
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4

    Skills and Powers:

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


    Male Human Vigilante Deck Handler

    Guarding Walled Oasis

    Aric takes Acid damage: 1d4 ⇒ 4.

    Discard Elyana but use power to recharge her instead. Also discard Blessing of Maat, Mask of the Red Raven, Quick-change Mask.

    Walled Oasis is guarded.

    Discard Cards from deck: 1d4 ⇒ 1 Dandy Brute


    Male Human Vigilante Deck Handler

    Aric’s turn

    Hour: Blessing of the Ancients
    Use power and switch to Red Raven

    Move: use Red Raven’s power to examine next card: Walled Oasis card 1: Enchanter.
    Pausing.


    Male Human Vigilante Deck Handler

    For the guarding, recharge Blessing of Maat to reduce damage by 1, and discard Mask of the Red Raven. (so quick change mask is still in hand at that point)

    Aric’s turn

    Choose to encounter the Enchanter (Red Raven’s power)

    Before acting: Discard Quick-change Mask to Force damage.
    Reveal Adamantine Sai +2 to use Melee, that add Finesse.
    Melee 8: 1d10 + 3 + 3 + 1d4 + 2 ⇒ (2) + 3 + 3 + (1) + 2 = 11
    After acting: discard Adamantine Sai +2.
    Use power to switch to Aric after defeating the monster.

    Free explore :

    Walled Oasis Card 2: Collapsing Sphinx:

    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.

    Pausing to ask Seoni permission to play Blessing of Thoth.


    Male Human Vigilante Deck Handler

    Seoni plays Blessing of Thoth, double blessing the Wisdom check.

    Perception 12: 3d8 + 2 ⇒ (3, 2, 3) + 2 = 10
    Use one hero point to reroll, 3 more left.
    Perception 12: 3d8 + 2 ⇒ (2, 3, 7) + 2 = 14

    Barrier is defeated.

    End turn:
    - draw 7 cards.

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Dreamstalker (Ally), Blessing of the Midnight Lord (Blessing), Shadowless Sword (Weapon), Shark Skin Armor (Armor), Sawtooth Sabre +2 (Weapon), Eando Kline (Ally), Blessing of Asmodeus (Blessing)

    Deck: 4 Discard: 8 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Unused reroll in 4-4D: A Killer Conundrum
    Kit: Hand of the Honest Man (Loot Item), Bloodbound Hat (Item), Vreva Jhafae (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 +3

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
    Favored Card: None
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


    Hero Points:3

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2
    Perception: Wisdom +2
    Charisma d4

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

    Favored Card: None


    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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
    After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

    Additional Rules:

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

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

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

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

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

    Scourge Table
    1. Curse of Poisoning
    2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx

    Scourges:

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

    Curse of Poisoning (8 copies)

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

    Curse of Vulnerability (3 copies)

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

    Curse of Daybane (3 copies)

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

    Curse of the Ravenous (3 copies)

    Spoiler:
    Curse of the Ravenous
    Scourge 1
    Traits: Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.

    Curse of Withering (3 copies)

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

    Curse of Fevered Dreams (3 copies)

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

    Curse of the Sphinx (3 copies)

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

    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.

    Story Banes:

    Half-Fiend Sphinx (Villain)

    Spoiler:
    Half-Fiend Sphinx
    Villain
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.

    Beheaded (Closing Henchman)

    Spoiler:
    Beheaded
    Henchman
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing (Closing Henchman)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls (Closing Henchman)

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

    Summons:

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

    Aghash (Summon)

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

    Blightwing (Summon)

    Spoiler:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crawling Hands (Summon)

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

    Forgotten Pharaoh Cultists (Summon)

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

    Giant Sand Eel (Summon)

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

    Natron Zombie (Summon)

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

    Silver Chain Smuggler (Summon)

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

    Warrior Dolls (Summon)

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

    Acquired Cards:

    Blessing of Nethys (Blessing 0)

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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 of Ra (Blessing 0)

    Spoiler:
    Blessing of Ra
    MM Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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 of Thoth (Blessing 1)

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    Heat Metal (Spell 2)

    Spoiler:
    Heat Metal
    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.

    Spell 2
    Blessing 100

    Random Monsters:

    Monster 1
    Spoiler:
    Geniekin
    MM Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a 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.

    Monster 2

    Spoiler:
    Mummified Sphinx
    MM Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.

    Monster 3

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

    Monster 4

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item 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 2

    Spoiler:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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

    Spoiler:
    Shocking Chest
    MM Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Barrier 4

    Spoiler:
    Lightning Storm
    MM Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Barrier 5

    Spoiler:
    Curse of Teeth and Fleas
    MM Barrier 2
    Traits: Trigger Curse Magic
    To Defeat: Wisdom Survival Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

    Random Weapons:

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

    Weapon 2

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

    Weapon 3

    Spoiler:
    Frost Sling +1
    MM Weapon 1
    Traits: Sling Ranged Bludgeoning Magic
    To Acquire: Dexterity Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Weapon 4

    Spoiler:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5

    Spoiler:
    Shocking Scimitar +2
    MM Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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.

    Random Spells:

    Spell 1
    Spoiler:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.

    Spell 2

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

    Spell 3

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

    Spell 4

    Spoiler:
    Augury
    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order 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 5

    Spoiler:
    Channel the Gift
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Mistmail
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or 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.

    Armor 2

    Spoiler:
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    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

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

    Armor 4

    Spoiler:
    Silken Ceremonial Armor
    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 5

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

    Random Items:

    Item 1
    Spoiler:
    Canteen
    MM Item B
    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 on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

    Item 2

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

    Item 3

    Spoiler:
    Smoked Glass Goggles
    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 4

    Spoiler:
    Potion of Energy Resistance
    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 5

    Spoiler:
    Soul Stimulant
    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.

    Random Allies:

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

    Ally 2

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

    Ally 3

    Spoiler:
    Nefti the Bard
    MM Ally B
    Traits: Human Bard Aspis
    To Acquire: Charisma Diplomacy 8
    If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item.
    During the explore step of a character at your location, discard this card to allow her to explore her location.

    Ally 4

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

    Ally 5

    Spoiler:
    Sebti the Crocodile
    MM Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9

    When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
    If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
    Recharge this card to examine the top 2 cards of any location deck.
    Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.


    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Ra
    MM Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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 2

    Spoiler:
    Blessing of Ra
    MM Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    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

    Spoiler:
    Blessing of Maat
    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 4

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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 5

    Spoiler:
    Blessing of the Elements
    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.

    Turn 7 Raz/eddiephlash

    Hour: Blessing of Osiris:
    Blessing of Osiris
    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    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.

    Cards Remaining in Hourglass: 23

    Hourglass:

    Turn 8 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.

    Turn 9 Reiko/zeroth_hour

    Spoiler:
    Blessing of Wadjet
    MM Blessing C
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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.

    Turn 10 Seoni/EmpTyger

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

    Turn 11 Ezren/Abraham Z.

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 12 Aric/勝20100

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

    Turn 13 Raz/eddiephlash

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 14 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 15 Reiko/zeroth_hour

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 Seoni/EmpTyger

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 17 Ezren/Abraham Z.

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 18 Aric/勝20100

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

    Turn 19 Raz/eddiephlash

    Spoiler:
    Blessing of Bastet
    MM Blessing C
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 20 Zelhara/Nathan Davis

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

    Turn 21 Reiko/zeroth_hour

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

    Turn 22 Seoni/EmpTyger

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 23 Ezren/Abraham Z.

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

    Turn 24 Aric/勝20100

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 25 Raz/eddiephlash

    Spoiler:
    Blessing of Maat
    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 26 Zelhara/Nathan Davis

    Spoiler:
    Blessing of Anubis
    MM Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    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 Reiko/zeroth_hour

    Spoiler:
    Blessing of Horus
    MM Blessing B
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or 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 28 Seoni/EmpTyger

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 29 Ezren/Abraham Z.

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

    Turn 30 Aric/勝20100

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, 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.

    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: 1 ?: 1
    Located/Displayed Here: Create Mindscape, Raz/eddiephlash, Zelhara/Nathan Davis

    Create Mindscape (Displayed):
    Create Mindscape
    UM Spell 3
    Traits: Magic Arcane Divine Mental
    Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.
    When this location is closed, if you do not have the either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.
    Altar of Riddles Card 1 (Beheaded):
    Beheaded
    MM Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 2:
    Inevitable Trap
    MM Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Altar of Riddles Card 3:
    Hepsushep
    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.
    Altar of Riddles Card 4:
    Bloodroot Poison
    MM Item 3
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Altar of Riddles Card 5:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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.
    Altar of Riddles Card 6:
    Brain Ooze
    MM Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a 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.
    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.
    Altar of Riddles Card 7:
    Lightning Bolt
    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.
    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.
    Altar of Riddles Card 8:
    Hearth Elemental
    MM Ally 4
    Traits: Elemental Fire
    To Acquire: See Below None
    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.
    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.
    Altar of Riddles Card 9:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.

    Crypt
    At This Location (Open): Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/EmpTyger

    Crypt Card 1:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Crypt Card 2:
    Blightwing
    MM Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Burning Child
    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    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: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    Crypt Card 4:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 5:
    Flaming Spear +1
    MM Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Crypt Card 6:
    Lightning Storm
    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.
    Crypt Card 7:
    Bone Lamellar
    MM Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Crypt Card 8:
    Hand of the Guilty Man
    MM Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Crypt Card 9:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Bonecrusher Hunter
    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.
    Crypt Card 11:
    Canopic Wrap
    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.

    Scorched Ruins
    Closed
    At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Chisisek's Tomb
    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

    Ruined Temple
    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: Ezren/Abraham Z.

    Peasant Tombs
    At This Location (Open): After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
    Located/Displayed Here: None

    Peasant Tombs Card 1:
    Mace of Ruin
    MM Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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.
    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: After playing a boon that has the Fire trait, bury it.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Peasant Tombs Card 2:
    Jet of Anubis
    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.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 3:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 4:
    Fire Gecko
    MM Ally C
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
    Adventure: If the result of your check to acquire 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 5:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Location: After playing a boon that has the Fire trait, bury it.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Peasant Tombs Card 6:
    Insanity Mist
    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 7:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 8:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 9:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 10:
    Hungry Fog
    MM Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: After playing a boon that has the Fire trait, bury it.
    Peasant Tombs Card 11:
    Blessing of Abadar
    MM Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Peasant Tombs Card 12:
    Bonestorm
    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.
    Location: After playing a boon that has the Fire trait, bury it.

    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: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/勝20100

    Walled Oasis Card 1:
    Stone Weasel
    MM Ally C
    Traits: Animal Elemental
    To Acquire: Wisdom Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    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.
    Walled Oasis Card 2:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Walled Oasis Card 3:
    Thousand Stings Whip
    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.
    Walled Oasis Card 4:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Adventure: If the result of your check to acquire 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 (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Walled Oasis Card 5:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    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.
    Walled Oasis Card 6:
    Fireball Trap
    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: Damage dealt to you is also dealt to a random other character at this location.
    Walled Oasis Card 7:
    Knock
    MM Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Walled Oasis Card 8:
    Scarab Swarm
    MM Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Location: Damage dealt to you is also dealt to a random other character at this location.

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

    Scorched Obelisk Card 1:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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.
    Scorched Obelisk Card 2:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 3:
    Royal Naga
    MM Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 4:
    Rukh
    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.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 5:
    Blessing of Thoth
    MM Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: WisdomKnowledge 10 OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or 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.
    Scorched Obelisk Card 6:
    Sun Falcon
    MM Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 7:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 8:
    Warrior Dolls
    MM Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Scorched Obelisk Card 9:
    Striking Wing Scimitar
    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.
    Location (Scorched Ruins): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    Scorched Obelisk Card 10:
    Half-Fiend Sphinx
    MM Villain 4
    Type: Monster
    Traits: Trigger Outsider Sphinx Inquisitor
    To Defeat: Combat 20 OR Divine 14
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand, then reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 3.
    If defeated, and the result of the check to defeat is less than 25, each other character is dealt 1d4 Poison damage.
    Scenario: After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.
    Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn. Hour is Osiris. Move to Aric's location, Walled Oasis. Recharge Spellsword to recharge Mass Cure. Explore card 1: Stone Weasel.
    Wis 6: 1d6 + 1 ⇒ (1) + 1 = 2

    Discard Camel to explore card 2: Blessing of Thoth.
    Divine 6: 1d6 + 2 ⇒ (5) + 2 = 7 Acquired!

    Discard Mountain Dog to explore card 3: Thousand Stings Whip. Use Diplomacy. Discard top of deck: Flaming longsword +3
    Str/Diplo 11: 1d10 + 4 + 1d6 + 1 ⇒ (9) + 4 + (1) + 1 = 15 Acquired!

    Discard Gorum to explore card 4: Embalming Fluid. Use Diplomacy.
    Int/Diplo 7: 1d10 + 4 ⇒ (1) + 4 = 5 Failed

    End turn. Reset hand, drawing 2.

    Raz wrote:

    Hand: Pillaging Mace, Pegasus, Blessing of Thoth, Thousand Stings Whip, Blessing of Gozreh, Hatchetbird,

    Displayed:
    Deck: 8 Discard: 9 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

    Skills and Powers:
    SKILLS

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

    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] [] []


    deck handler

    Number of discarded cards: 1d4 ⇒ 1

    (Sacred Candle#Core)


    Deck Handler Searching for: Blessing 5 > Spell 5 > Weapon 5

    Hour of Thoth

    Move to Crypt
    Free explore and encounter The Evil Eye

    Divine 6+8: 1d10 + 5 ⇒ (4) + 5 = 9
    Discard Blessing of the Savored Sting
    Divine 6+8: 1d10 + 5 + 2d10 ⇒ (3) + 5 + (8, 8) = 24 Banished!

    Discard Druid of the Hive to explore and encounter Blightwing
    Reveal Hangman's Noose. Druid of the Hive

    Combat 11+8: 1d10 + 5 + 2d4 + 1 + 6 + 1d4 ⇒ (7) + 5 + (2, 1) + 1 + 6 + (2) = 24 Banished
    Discard Blessing of Zon-Kuthon
    Close Divine 4+4: 1d10 + 5 + 1d10 ⇒ (6) + 5 + (10) = 21
    Closed!
    Draw from random: Blessing of Ra

    Send Armored Halo to recovery. No armors to draw.

    Heal cards: 1d4 + 1 ⇒ (1) + 1 = 2 Druid of the Hive and Swipe

    Recovery Armored Halo Divine 11: 1d10 + 5 ⇒ (7) + 5 = 12 Recharged!

    Zelhara allies herself with Calistra to bring the power of the hive and sting into the crypts, obliterating evil eye and blightwing alike.

    Zelhara wrote:

    Hand: Scarab Brooch, Scorpion Whip, Hangman's Noose, Shy Ratani, Blessing of Wadjet, Blessing of Ra,

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Notes: Blessings available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 [X] +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.



    Crypt closed!
    Drew Blessing of Ra from Random


    deck handler

    "Out of Turn Updates: None
    Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
    Turn: 9 - Blessing of Wadjet [/ooc]
    SOT: None
    Give Card: None
    Move: Chisisek's Tomb -> Walled Oasis (Aric and Ezren are both pretty vulnerable so moving there to spread out damage and not to run into villain
    Explore: Warrior Dolls. Play DCS +1, play Heat Metal for Fire.

    Combat 10+##=18: 2d10 + 1d8 + 7 + 1d4 + 1 ⇒ (2, 10) + (5) + 7 + (3) + 1 = 28

    Close Acid damage: 1d4 ⇒ 4 use GSA to prevent 1, discard 3 (DCS, GSA, Reveler)

    Random other character (1=Aric, 2=Raz): 1d2 ⇒ 2

    EOT: End Turn and Reset hand

    Recovery Heat Metal Arcane 11: 1d8 + 4 ⇒ (1) + 4 = 5

    "

    Reiko wrote:

    Hand: Blessing of the Elements (traded), Defending Sansetsukon +1, Splashbolt Crossbow, Old Salt, Blessing of the Savored Sting,

    Displayed:
    Deck: 5 Discard: 12 Buried: 0
    Hero Points: 4
    Mat Reroll: unused
    NOTES:
    Available Support: Blessings usable. Use Sacred Candle against any Blessing #
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kusarigama, Boots of Elvenkind, Materialize, Silver Balladeer, Blessing of Abadar
    Recharged:
    Discard Pile: Wayfinder#Core, Swipe, Blessing of the Quartermaster B, Advocate's Armor (traded), Sun Falcon Pectoral (traded), Blessing of Ra*, Blessing of the Quartermaster A, Sacred Candle#Core, Reveler, Golden Serpent Armband (traded), Double Chicken Saber +1, Heat Metal*,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Ranged: Dexterity +2
    Acrobatics: Dexterity +3
    Stealth: Dexterity +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d8 ☑ +1 ☑ +2 ☐ +3
    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: Walled Oasis
    Examined: None
    Random Card(s) Used: None
    Displayed: None
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None"


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 10: Khepri o'clock
    Moving to Scorched Obelisk
    Exploring Scorched Obelisk 1: Blessing of Ancients

    Blessing of the Ancients:
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 ⇒ (5) + 3 = 8
    Blessing of the Ancients is acquired and banished. Ezren transmogrifies Blessing of the Ancients into Random non-Basic Blessing 3: of Maat
    Blessing of Maat:
    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.

    Seoni followed the scarab inscriptions outside, to a darkened obelisk. This time she traced a feather tattoo to trigger the glowing.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Blessing of Maat B, Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Reed Snake Armor, Gem of Mental Acuity, Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Neferekhu (reveal to double bless local non-combat WIS/Knowledge),

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Notes:
    Ask before using: Blessing of Maat; Blessing of Gozreh; Blessing of Qi Zhong
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 4; Neferekhu

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [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:
    Scorched Obelisk 1 is banished.
    Random Blessing 3 (of Maat) is acquired.
    Seoni is at Scorched Obelisk.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Acid Damage: 1d4 ⇒ 4 Ouch.
    Discard Blessings of Gozreh and Thoth, Thousand Stings Whip, and Pegasus.

    Raz wrote:

    Hand: Pillaging Mace, Hatchetbird,

    Displayed:
    Deck: 8 Discard: 13 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

    Skills and Powers:
    SKILLS

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

    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] [] []


    Human Wizard (Tier 4.0) | Ezren's Deck //

    It is the hour of Anubis Blessing 4 if anyone has a way to draw the hour, but I don't think they do.

    Acadamae Scholar: At the start of your turn, reveal to heal the ally Acadamae Student.

    Move: Altar of Riddles

    Free explore:

    Altar of Riddles Card 1 is Beheaded:

    MM Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA elemental dmg: 1d4 ⇒ 4
    Reveal Ring of Protection to reduce 1 Electric dmg to 0

    Arcane 10, mindscape, scholar, spellbook: 1d12 + 6 + 1d4 + 1 + 1d4 ⇒ (7) + 6 + (2) + 1 + (4) = 20

    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    Knowledge 10, mindscape, spellbook: 1d12 + 5 + 1d4 + 1d4 ⇒ (8) + 5 + (4) + (4) = 21

    Altar of Riddles is closed.
    When Permanently Closed: No effect.

    Create Mindscape goes to Recovery

    End turn

    Recovery Phase:
    Recharge Mindscape? Arcane 11, scholar, spellbook: 1d12 + 6 + 1 + 1d4 ⇒ (5) + 6 + 1 + (4) = 16

    Ezren power: Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn. - choose 7
    Reset Hand

    Turn Summary:
    * Closed Altar of Riddles

    1,301 to 1,350 of 1,577 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [Gameday VII][ACG] BR skizzerz's Season of Faction's Favor Gameplay All Messageboards

    Want to post a reply? Sign in.