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

Game Master 勝20100

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


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Male Human Vigilante Deck Handler

Aric’s turn

Hourglass: Blessing of the Elements
Switch to Red Raven.

Move to Peasant Tombs.
Use Red Raven’s power to examine:

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.

Switch to Aric. Exchange Shadowless Sword for kit’s Vreva Jhafae.

Explore and encounter examined card.
Recharge Vreva Jhafae to add a d6, discard Blessing of Asmodeus to bless.
Strength 11: 3d6 ⇒ (3, 6, 6) = 15
Defeated by less than 6, but no scourge to banish.

Use Aric’s power to examine after acquiring a boon:

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.

Exchange Mace of Ruin for kit’s Bloodbound Hat.

Discard Eando Kline to explore, use Aric’s power to recharge him instead.
Reveal Bloodbound Hat to add 2 to the diplomacy non-combat check
Diplomacy 11: 1d10 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Use accessory reroll
Diplomacy 11: 1d10 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Acquired.
Use Aric’s power to examine after acquiring:

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.

Switch to Red Raven. Exchange Jet of Anubis for Shadowless Sword.

End turn:
- use Red Raven power to examine known card. Choose to encounter the monster.
Discard Shadowless Sword to use Melee+d8+2+d6+#.
Combat 10+##=18: 1d10 + 6 + 1d8 + 2 + 1d6 + 4 ⇒ (7) + 6 + (2) + 2 + (3) + 4 = 24
Beaten by more than 2, no barrier.
Close location by Blessing of the Midnight Lord.
No villain in here, the location is closed.
Switch to Aric after defeating a monster.
- draw 3 cards

Aric at Peasant Tombs wrote:

Aric Hand Size 7: Dreamstalker (Ally), Shark Skin Armor (Armor), Sawtooth Sabre +2 (Weapon), Bloodbound Hat (Item), Tooled Crocodile Skin (Armor), Maftet Hunter (Ally), Elyana (Ally)

Deck: 3 Discard: 10 Buried: 1
Notes: You can use my cards if needed (including the blessings)

Used reroll in 4-4D: A Killer Conundrum
Kit: Hand of the Honest Man (Loot Item), Mace of Ruin (Weapon), Jet of Anubis (Item)

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

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


Hero Points: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


Female Gnome Combat Paladin, Tier 5, Deck Handler

Start turn. Hour is Blessing of the Ancients. Move to Scorched Obelisk. Explore card 1: Corridor Dart Trap. Ask for Reiko's blessing of the Elements, and discard top of deck for Paladin power: Mighty Steed - Recharges.
Dex 6+##=14: 2d8 + 1d6 + 1 ⇒ (5, 6) + (1) + 1 = 13 Shirt reroll the d6.
Dex 14: 5 + 6 + 1d6 + 1 ⇒ 5 + 6 + (3) + 1 = 15 Success, and less than 4 so no elec damage!

End turn. Reset hand, drawing 4.

Raz wrote:

Hand: Pillaging Mace, Hatchetbird, Warhorse 1, Tripartite Spear +2, Four-Mirror Armor, Warhorse 2,

Displayed:
Deck: 4 Discard: 13 Buried: 0
Hero Points: 2
Shirt reroll: used
NOTES:
Available Support: Use any/all.
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] [] []


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 Maat (Blessing 3)

Spoiler:
Blessing of Maat
MM Blessing 2
Traits: Divine Maat Healing
To Acquire: Divine 6 OR Constitution Fortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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) x2

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) x2

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.

Jet of Anubis (Item 4)

Spoiler:
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.

Mace of Ruin (Weapon 4)

Spoiler:
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.

Thousand Stings Whip (Weapon 4)

Spoiler:
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.

Weapon 44
Spell 2
Item 4
Blessing 311000

Random Monsters:

Monster 1
Spoiler:
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.

Monster 2

Spoiler:
Ubashki Swarm
MM Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters 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.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
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.

Monster 5

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.

Random Barriers:

Barrier 1
Spoiler:
The Evil Eye
MM Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Barrier 2

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 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:
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:
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.

Random Weapons:

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

Weapon 2

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

Weapon 4

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

Spell 2

Spoiler:
Acute Senses
MM Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After 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 3

Spoiler:
Deathgrip
MM Spell 2
Traits: Magic Arcane Divine Attack Cold Undead
To Acquire: Intelligene Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spell 4

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

Spell 5

Spoiler:
Mistform
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
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 2

Spoiler:
Canopic Wrap
MM Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude Knowledge Wisdom 8
Reveal this card to reduce damage dealt 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.

Armor 3

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 4

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 5

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.

Random Items:

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

Item 2

Spoiler:
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 3

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.

Item 4

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

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:
Osirion Ancestor
MM Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Ally 2

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 3

Spoiler:
Fire Gecko
MM Ally C
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Ally 4

Spoiler:
Ausetitha
MM Ally 4
Traits: Undead Banshee Incorporeal
To Acquire: Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

Ally 5

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.

Random Blessings:

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

Blessing 2

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 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.

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 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 14 Zelhara/Nathan Davis

Hour: Blessing of Horus:
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.

Cards Remaining in Hourglass: 16

Hourglass:

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
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.

Crypt
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: Zelhara/Nathan Davis

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: None

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: None

Peasant Tombs
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/勝20100

Walled Oasis
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

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: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Seoni/EmpTyger, Raz/eddiephlash

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:
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 3:
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 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:
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 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: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
Scorched Obelisk Card 7:
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 8:
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.


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

Hour of Horus

Move to Scorched Obelisk
Free explore and encounter Royal Naga

Play Scorpion Whip or Hangman's Noose: 1d2 ⇒ 1
Reveal Scorpion Whip
Combat 16: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (1) = 8
Discard Scorpion Whip to evade.

Discard Shy Ratani to explore...

Shuffle explore: 1d8 ⇒ 3 Encounter Card 3 Blessing of Thoth
Shy Ratani, Reveal Blessing of Wadjet
Knowledge 10: 1d4 + 1d8 + 1d4 ⇒ (1) + (6) + (1) = 8 Banished

Sacrifice: Bury Shy Ratani to heal Blessing of the Savored Sting and Stunning Barrier

On reset, discard Scarab Brooch

Zelhara wrote:

Hand: Disrupting Rapier +1, Swipe, Hangman's Noose, Stunning Barrier, Blessing of Wadjet, Blessing of Ra,

Displayed:
Deck: 10 Discard: 3 Buried: 2
"Notes: Blessings available.

Swipe: Reduce 3 from difficulty to defeat a Monster"
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 literally tangles with a Royal Naga guarding the Sphinx. Her Ratani companion helps her escapes, and is punished for her so called help at a shrine to Thoth.

Scorched Obelisk: Banish 3. 1 is known and everything is shuffled


deck handler

Hour: Ancients

Move to Scorched O

Explore (1 = +1, 2-6 = +2): 1d6 ⇒ 6

Use Splashbolt. Use Old Salt. Recharge for d6. I'll add a 1 die blessing assumption for anyone who wants to try for Savored Sting banish reroll, but it's not likely to happen (96%). I have my own BotE in case no one wants to use it.

Combat 20: 3d10 + 5 + 4 + 1d6 ⇒ (6, 10, 7) + 5 + 4 + (4) = 36

We win!


deck handler

potential retcon if 1: 1d7 ⇒ 2


Development

At last you knock the orb out of the sphinx’s grip, sending it rolling down a dusty hall. She flails about, screaming in pain as her fiendish features begin to fade. Within moments, she has recovered and looks to you with fatigue and relief.

“Koth’Vaul. He approached me in the guise of a djinni on the pretense of trading riddles. When I bested him, he offered me a single wish. I asked for a riddle that would reveal a truth I had never fathomed. He granted it along with that orb, telling me it was a clue.” She grits her teeth in shame. “The more I pondered it, the more relentless I became. I began to change, hunger, then transform. He returned only days ago to mock me and show his true form: an immense, scaled demon. Even knowing him for a fiend could not stop my curiosity. I have hurt too many.

“Let me pose a riddle to you: How can I atone?”

Reward

Each character chooses a type of boon other than loot and adds a non-Basic card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Mythopoeic Sphinx. At the end of each scenario, return the loot to the game box.

Each character gains 1 XP and a Hero Point.

Acquired Cards

Not counting reward draws, which you can grab from the random cards list from my most recent update. Remember that "non-Basic" means "non-0" (so not B/C/P) due to the Core conversion.

Blessing of Maat (Blessing 3)
Blessing of Nethys (Blessing 0)
Blessing of Ra (Blessing 0) x2
Blessing of Thoth (Blessing 1) x2
Heat Metal (Spell 2)
Jet of Anubis (Item 4)
Mace of Ruin (Weapon 4)
Thousand Stings Whip (Weapon 4)

Weapon 44
Spell 2
Item 4
Blessing 311000


4-4E: The Spellscar Showdown

The ruined fortress contains countless clues that paint a dark picture of the clash between Nex and Geb. Famously, Nex commanded impressive golems and an army of summoned creatures from across all the planes of existence. Geb, on the other hand, favored necromancy, raising impossibly large legions of undead soldiers and choking the life from the land. Though Nex has disappeared and Geb has become a vengeful ghost-king since their war ground to a stalemate, the fallout of their conflict still haunts the Mana Wastes. You collect several other potent items al-Jakri had hidden here and document the ruins as best you can—perhaps you can publish your report in the Pathfinder Chronicles.

The sun has set by the time you emerge from the fortress with the sphinx. Although the sky is clear, the land surrounding the site is crawling with new arrivals. From the south clamber scores of undead, whereas from the north strides a huge, scaled demon with a canine face and massive pincers. The sphinx hunches down and mouths the name “Koth’Vaul” to you.

The fiend calls out, “Your time is up! I would retrieve the artifact I loaned you. Be a good pet and bring it to me.”

“Stand down, Koth’Vaul,” shouts a zombified cleric at the head of the undead force. “My lord, Stavros Nightcrescent, lays claim to the Atramentous Eye! Sphinx, deliver the artifact to us, and I shall grant you life eternal with the blessing of undeath.”

Koth’Vaul bellows with laughter as more fiends appear around him. “The artifact belongs to Muhlia al-Jakri, zombie, and I am merely taking it to deliver to her.”

The zombie lord snaps back, “She is as good as dead, and you know it, demon! Our alliance is over, and now we claim our prize!”

This can’t end well. It’s time to escape with the artifact. Hopefully your enemies are willing to weaken each other enough for you to break through to safety!
If not, at least you’ll have lots of company in the afterlife.


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

During This Scenario: When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul (proxy with Mining Construct) and Heqet into the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

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

Additional Rules:

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

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

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

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

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

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

Fiend Henchmen

Blightwing

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.

Aghash

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.

Ulkreth (x5)

Spoiler:
Ulkreth
None Henchman 4
Type: Monster
Traits: Demon Outsider
To Defeat: Combat 16 OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

Undead Henchmen

Beheaded

Spoiler:
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.

Crawling Hands (x6)

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

After Siege Deck empties the first time

Koth'Vaul

Spoiler:
Koth'Vaul
FF Henchman 4
Type: Monster
Traits: Demon Outsider
To Defeat: Combat 24
Koth’Vaul may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at your location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

Heqet

Spoiler:
Heqet
MM Henchman 4
Type: Monster
Traits: Trigger Undead Cultist Cleric
To Defeat: Combat 18 OR Divine 13
When you examine this card, encounter it; the difficulty to defeat is increased by 5.
Heqet is immune to the Mental and Poison traits.
After you act, if the result of the check to defeat is greater than 24, summon and encounter the henchman Natron Zombie.
If defeated, you may 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.

Siege Deck
M: 21 Ba: 20 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14

Ghoul Square
At This Location (Open): When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

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

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

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

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

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


Female Gnome Combat Paladin, Tier 5, Deck Handler

Camel from Sunburst replaces Blessing of Iomedae. Start at Peasant Tombs.

Raz wrote:

Hand: Belt of Charging, Flaming longsword +3, Pillaging Mace, Mountain Dog, Blessing of Gozreh, Mass Cure,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
Shirt reroll: available
NOTES:
Available Support: Use any/all.
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 //

Ezren will start at Scorched Ruins.


Male Human Vigilante Deck Handler

Will start at Walled Oasis, unless someone else wants to.


Traders

Agymah
Offers: Arcane Spells
Trade Cost: 3 boons (2 with 4-3E reward)
Visiting: Ezren

Mistform:
Mistform
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Eruption:
Eruption
MM Spell 4
Traits: Magic Arcane Divine Attack Electricity Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; 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.

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

Reed Moccasin:
Reed Moccasin
MM Ally 3
Traits: Animal Elemental Acid Poison
To Acquire: Wisdom Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; 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.
Zereletan:
Zereletan
MM Ally 4
Traits: Aberration Naga
To Acquire: Charisma Diplomacy 11 OR Combat 15
Bury this card to recharge any number of items from your discard pile.
Discard this card to explore your location.

Ghoul Market
Offers: Armor
Trade Cost: 2 boons (1 with 4-2E reward)
Visiting: Reiko, Seoni

Khamsin Coat:
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.
Steel Ibis Lamellar:
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.
Day Star Half-Plate:
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.

Sunburst Market
Offers: Choose a level 0 boon
Trade Cost: 1 boon
Visiting: Raz, Reiko, Zelhara

Udjebet
Offers: Magic Items
Trade Cost: 3 boons (2 with 4-3E reward)
Visiting: Zelhara

Jet of Anubis:
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.
Spellbottle:
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.


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

Starting at Goul Square

Replacement Cards
Loot: Maftet Hunter Replaces Duelist
Loot: Blessing of Anubis Replaces Blessing of Wadjet
Udjebet: Jet of Anubis Replaces Ring of Elemental Command and Hungry Ghost Monk
Sunburst Market: Druid of the Hive Replaces Cloak of Daggers

Zelhara wrote:

Hand: Vestments of Authority, Armored Halo, Hangman's Noose, Blessing of the Pallid Princess, Swipe, Thousand Stings Whip,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessing of Pallid Princess: 1d/2d Fortitude check or any check that invokes the Poison or Undead trait.

Swipe: Decrease Difficulty by 3"
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: 4
Role: Pain Taster
Favored Card: Weapon
Hand Size 5 ☑ 6
Proficient with: Light Armor Weapons
Powers:
On your check that invokes the Chain, Finesse, or Knife trait, you may use Divine instead of the listed skill.
Ignore Redemption cards.
Once per turn (☑ or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
A character at your location may bury an ally (☐ or a card that has the Corrupted trait) (☐ or a blessing) from her discard pile; if she does, shuffle a random card (☑ or 2 random cards)(☐ or 1d4+2 random cards) from your discard pile into your deck.
☐ After you (☐ or a character at your location) discard any cards as damage, you may draw a card. (☐ Then shuffle a random card from your discard pile into your deck.)
☐ When you would discard cards as damage, you may recharge up to 2 of them instead.
☑ You gain the skill Fortitude: Constitution +3.


Female Human Sorcerer/Tattooed Mystic Deck Handler

Gaining Hero Point
Upgrading Blessing B of Pharasma into Blessing 2 of Abadar
Replacing loot Disable Mechanism with Coordinated Blast. Replacing Dimension Leap with loot Disable Mechanism.
Replacing loot Neferekhu with Apprentice. Replacing Chronicler with loot Neferekhu.
Replacing Blessing of Gozreh with loot Blessing of Maat
Ghoul Market: Trading Blessing 3 of Gozreh for Armor 4 Steel Ibis Lamellar
Starting at Scorched Obelisk

From atop the obelisk, Seoni surveyed the approached waves of demons and undead, and laughed. "Well, that unlocks that mystery." Her migranes gone, she donned the steel lamellar and prepared for the onrushing armies.

Seoni wrote:

Hand: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Coordinated Blast (banish to recovery for +1d12+5 to local defeat), Steel Ibis Lamellar, Wall of Fire, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Blessing of Maat (discard for +3 or -3 after roll/discard to replace all noncombat dice with d8s),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Create Mindscape; Blessing of Maat
Can use without asking: Coordinated Blast; 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: 5


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

At Agymah Ezren trades Walking Stick and Channel the Gift for Eruption.

Give up Eruption loot that I normally take (which returns Marionette to my deck) - trying to have a variety of damage types. This means Eruption loot is available if someone wants it, though I would be interested in taking it again in future scenarios.

Loot:
Unwrapped Harmony (swap out Apprentice)
Akhentepi's Armor (swap out Shield Cloak)
Elemental Skin (swap out Locate Object)

Start at Scorched Ruins.

"

Ezren wrote:

Hand: Elemental Skin, Marionette, Mirror Image, Akhentepi's Armor, Arcane Robes, Ring of Protection (Core), Unwrapped Harmony,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Scorched Ruins
Hero Points: 3
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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acadamae Scholar, Ice and Fire, Create Mindscape, Chain Lightning (Core), Bound Imp, Volcanic Storm (Core), Acadamae Student, Death's Touch (Core), Fire Snake, Eruption, Spellbook, Magical Mansion
Recharged:
Discard Pile:
Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) ([ ]4) to it.
  • [ ] When you fail to defeat a non-henchman, non-villain monster, you may return it to the box and add a random monster from the box to its location.
  • [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

    Slight adjustment in trades: Wand of Treasure Finding, Wayfinder, Headband of Alluring Charisma (all Items >3) go for Sun Falcon Pects, Khamsin Coat, Golden Serpent Armband. Sage goes for BotE.

    Crypt makes sense since I'm the one who can evade at will. So undead henchman +7 doesn't bother me since I can evade. I'll juggle between that and the Ruined Temple whenever I don't have blessings since my hand can get pretty static.

    "

    Reiko wrote:

    Hand: Blessing of the Elements (traded), Sun Falcon Pectoral (traded), Defending Sansetsukon +1, Reveler, Sacred Candle#Core,

    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): Old Salt, Materialize, Kusarigama, Boots of Elvenkind, Blessing of the Savored Sting, Splashbolt Crossbow, Blessing of the Quartermaster A, Swipe, Double Chicken Saber +1, Silver Balladeer, Shozoku of the Night Wind, Blessing of the Quartermaster B, Khamsin Coat (traded), Golden Serpent Armband (traded), Blessing of Abadar
    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.

    "


    Male Human Vigilante Deck Handler

    Not interested in the allies from Auction House
    Loot Hand of the Honest Man instead of Candle of Comity.
    Loot Maftet Hunter instead of Dreamstalker.

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Blessing of Maat (Blessing), Tooled Crocodile Skin (Armor), Blessing of the Midnight Lord (Blessing), Maftet Hunter (Ally), Quick-change Mask (Item), Bloodbound Hat (Item), Sawtooth Sabre +2 (Weapon)

    Deck: 13 Discard: 0 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Used reroll in 4-4D: A Killer Conundrum
    Kit: Adamantine Sai +2 (Weapon), Shark Skin Armor (Armor), Eando Kline (Ally)

    Aric Skills and Powers:
    Skills
    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8 ☑ +1 ☑ +2
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +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: When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
    Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
    The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul (proxy with Mining Construct) and Heqet into the siege deck.
    To win the scenario, a location must be open while the siege deck is empty.

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

    Additional Rules:

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

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

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

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

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

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

    Fiend Henchmen

    Blightwing

    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.

    Aghash

    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.

    Ulkreth (x5)

    Spoiler:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Undead Henchmen

    Beheaded

    Spoiler:
    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.

    Crawling Hands (x6)

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

    After Siege Deck empties the first time

    Koth'Vaul

    Spoiler:
    Koth'Vaul
    FF Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 24

    Koth’Vaul may not be evaded and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at your location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
    If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

    Heqet

    Spoiler:
    Heqet
    MM Henchman 4
    Type: Monster
    Traits: Trigger Undead Cultist Cleric
    To Defeat: Combat 18 OR Divine 13

    When you examine this card, encounter it; the difficulty to defeat is increased by 5.
    Heqet is immune to the Mental and Poison traits.
    After you act, if the result of the check to defeat is greater than 24, summon and encounter the henchman Natron Zombie.
    If defeated, you may 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:
    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:
    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 4

    Spoiler:
    Geniekin
    MM Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a 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 5

    Spoiler:
    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.

    Random Barriers:

    Barrier 1
    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.

    Barrier 2

    Spoiler:
    Void Glyph
    MM Barrier 1
    Traits: Trigger Trap Cold Arcane Veteran
    To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
    When you examine this card, succeed at a Wisdom check 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 3

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

    Barrier 4

    Spoiler:
    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.

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

    Spoiler:
    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:
    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.

    Weapon 4

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

    Weapon 5

    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.

    Random Spells:

    Spell 1
    Spoiler:
    Mistform
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

    Spell 4

    Spoiler:
    Mistform
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2

    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.

    Armor 3

    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 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Canteen
    MM Item C
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    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:
    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.

    Item 4

    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.

    Item 5

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

    Random Allies:

    Ally 1
    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 2

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

    Ally 3

    Spoiler:
    Osirion Ancestor
    MM Ally B
    Traits: Undead Ghost Incorporeal
    To Acquire: Divine Charisma Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 4

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

    Ally 5

    Spoiler:
    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.

    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 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.

    Blessing 3

    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.

    Blessing 4

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

    Blessing 5

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

    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 Ezren/Abraham Z.

    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 3 Aric/勝20100

    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location 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 4 Raz/eddiephlash

    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 5 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 6 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 7 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 8 Ezren/Abraham Z.

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

    Turn 9 Aric/勝20100

    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 10 Raz/eddiephlash

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

    Turn 11 Zelhara/Nathan Davis

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

    Turn 12 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 13 Seoni/EmpTyger

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

    Turn 14 Ezren/Abraham Z.

    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 15 Aric/勝20100

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

    Turn 16 Raz/eddiephlash

    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 17 Zelhara/Nathan Davis

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

    Turn 18 Reiko/zeroth_hour

    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 19 Seoni/EmpTyger

    Spoiler:
    Concordance's Favor
    FF 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 20 Ezren/Abraham Z.

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

    Turn 21 Aric/勝20100

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

    Turn 22 Raz/eddiephlash

    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 23 Zelhara/Nathan Davis

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

    Turn 24 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 25 Seoni/EmpTyger

    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 26 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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 27 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 28 Raz/eddiephlash

    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 29 Zelhara/Nathan Davis

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 30 Reiko/zeroth_hour

    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.

    Siege Deck
    M: 21 Ba: 20 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14

    Siege Deck Card 1:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck 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.
    Siege Deck Card 3:
    Blast Glyph
    MM Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    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.
    Siege Deck Card 4:
    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.
    Siege Deck Card 5:
    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.
    Siege Deck Card 6:
    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.
    Siege Deck Card 7:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item 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.
    Siege Deck Card 8:
    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.
    Siege Deck Card 9:
    Desert Trapper
    MM Monster B
    Traits: Human Veteran
    To Defeat: Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Siege Deck Card 10:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 11:
    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.
    Siege Deck Card 12:
    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.
    Siege Deck Card 13:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 14:
    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.
    Siege Deck Card 15:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 16:
    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.
    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.
    Siege Deck Card 17:
    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.
    Siege Deck Card 18:
    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.
    Siege Deck Card 19:
    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.
    Siege Deck Card 20:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 21:
    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.
    Siege Deck Card 22:
    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.
    Siege Deck Card 23:
    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.
    Siege Deck Card 24:
    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.
    Siege Deck Card 25:
    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.
    Siege Deck Card 26:
    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.
    Siege Deck Card 27:
    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.
    Siege Deck Card 28:
    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.
    Siege Deck Card 29:
    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.
    Siege Deck Card 30:
    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.
    Siege Deck Card 31:
    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.
    Siege Deck Card 32:
    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.
    Siege Deck Card 33:
    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.
    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.
    Siege Deck Card 34:
    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.
    Siege Deck Card 35:
    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.
    Siege Deck Card 36:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 37:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 38:
    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.
    Siege Deck Card 39:
    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.
    Siege Deck Card 40:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 41:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 42:
    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.
    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.
    Siege Deck Card 43:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 44:
    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.
    Siege Deck Card 45:
    Symbol of Fear
    MM Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Siege Deck Card 46:
    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.
    Siege Deck Card 47:
    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.
    Siege Deck Card 48:
    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.
    Siege Deck Card 49:
    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.
    Siege Deck Card 50:
    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.
    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.
    Siege Deck Card 51:
    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.
    Siege Deck Card 52:
    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.
    Siege Deck Card 53:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 54:
    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.
    Siege Deck Card 55:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Ghoul Square
    At This Location (Open): When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zelhara/Nathan Davis

    Ghoul Square Card 1:
    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.
    Ghoul Square Card 2:
    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.
    Ghoul Square Card 3:
    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.
    Ghoul Square Card 4:
    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.

    Walled Oasis
    At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100

    Walled Oasis Card 1:
    Sebti the Crocodile
    MM Ally 1
    Traits: Trigger Human Cleric
    To Acquire: Charisma Diplomacy Divine 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.
    Walled Oasis Card 2:
    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.
    Walled Oasis Card 3:
    Wand of Scorching Ray
    MM Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Walled Oasis Card 4:
    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.
    Walled Oasis Card 5:
    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.

    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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Seoni/EmpTyger

    Scorched Obelisk Card 1:
    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 2:
    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 Obelisk Card 3:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Scorched Obelisk Card 4:
    Flask Thrower
    MM Weapon 2
    Traits: Sling Ranged Bludgeoning Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z.

    Scorched Ruins Card 1:
    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.
    Scorched Ruins Card 2:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Scorched Ruins Card 3:
    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 Card 4:
    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.

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

    Crypt 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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Shield Cloak
    MM Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Crypt Card 5:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

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

    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Frost Staff
    MM Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

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

    Ruined Temple Card 1:
    Ptemenib
    MM Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine 8
    Recharge this card to examine the top card of up to 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
    Ruined Temple Card 2:
    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.
    Ruined Temple Card 3:
    Sandstorm Dust
    MM Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Ruined Temple Card 4:
    Commune
    MM Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
    Ruined Temple Card 5:
    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.
    Ruined Temple Card 6:
    Clawhand Shield
    MM Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
    Ruined Temple Card 7:
    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.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass: Osiris o'clock
    Moving to Scorched Ruins
    Displaying Create Mindscape at Scorched Ruins

    Seoni slid down the obelisk to land next to Ezren amid the ruins. She nodded to the wizard. "Let's do this."

    Exploring Siege Deck 1: Corridor Dart Trap

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

    Banishing Disable Mechanism to recovery
    DEX 6+8=14: 1d6 + 2d8 ⇒ (5) + (6, 8) = 19
    Corridor Dart Trap is banished

    The sorcerer's movement had activated a dart trap on the obelisk, but a wave of sorcery froze the contraption before it could fire.

    Ending turn
    Recovery: Using Create Mindscape
    Arcane 12: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (3) = 10
    Create Mindscape is discarded
    Resetting hand

    Seoni wrote:

    Hand: Life Drain, Coordinated Blast (banish to recovery for +1d12+6 to local defeat), Steel Ibis Lamellar, Wall of Fire, Surgeon (recharge to heal 1 local card), Blessing of Maat (discard for +3 or -3 after roll/discard to replace all noncombat dice with d8s),

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
    Deck: 12 Discard: 1 Buried: 0
    Notes: Create Mindscape is displayed at Scorched Ruins
    Ask before using: Blessing of Maat
    Can use without asking: Coordinated Blast; Surgeon

    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: 5

    Summary:
    Siege Deck 1 is banished.
    Create Mindscape is displayed at Scorched Ruins.
    Seoni is at Scorched Ruins.


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

    It is the hour of Horus

    Location Power: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.

    Discard Unwrapped Harmony to examine top 3: Beheaded (Henchman 1), Blast Glyph trigger, and reorder, then explore.

    TRIGGERED ON EXAMINE Siege Deck Card 3 is Blast Glyph:

    MM Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Adventure: If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Arcane 10, mindscape: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11

    Continuing with examining, the 3rd card is: Elder Ice Elemental. Reorder as: Beheaded and then whatever order Aric/Red Raven prefers. Then explore (from Unwrapped Harmony power).

    Siege Deck Card 2 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 1d4: 1d4 ⇒ 1
    Both Ezren and Seoni take 1 Fire dmg.
    Ezren reveals Ring of Protection to reduce by 1 to 0.
    Seoni reveals Steel Ibis Lamellar to reduce to 0.

    Arcane 10, mindscape: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (2) = 17

    End turn

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

    Turn Summary:
    * Siege deck 1 & 2 are gone
    * Siege deck 3 & 4 are known (3 has a trigger) and are in whatever order Aric prefers.

    "

    Ezren wrote:

    Hand: Elemental Skin, Marionette, Mirror Image, Magical Mansion, Chain Lightning (Core), Akhentepi's Armor, Arcane Robes, Ring of Protection (Core), Spellbook, Acadamae Scholar,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Current Location: Scorched Ruins
    Hero Points: 3
    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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Student, Bound Imp, Fire Snake, Volcanic Storm (Core), Create Mindscape, Death's Touch (Core), Ice and Fire, Eruption
    Recharged:
    Discard Pile: Unwrapped Harmony,
    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

    Ezren’s turn

    Ask Ezren to put the monster on top.

    Aric’s turn

    Hourglass: Blessing of Wadjet

    Switch to Red Raven. Exchange Tooled Crocodile Skin for kit’s Shark Skin Armor.


    Male Human Vigilante Deck Handler

    Examined Siege Deck Card 4: 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.

    BA Constitution 8: fails due to having only a d6.
    Trying to avoid over-beating the monster so only display Sawtooth Sabre +2 to use Melee+d6+2 adding finesse.
    Combat 16: 1d10 + 6 + 1d6 + 2 ⇒ (1) + 6 + (3) + 2 = 12
    Use accessory reroll to reroll the one.
    Combat 16: 1d10 + 6 + 3 + 2 ⇒ (2) + 6 + 3 + 2 = 13
    3 cold damage.
    Bury Shark Skin Armor to reduce damage to 0.
    Siege deck shuffled.

    Free explore:
    Random card from 3-55: 1d53 ⇒ 27

    Siege Deck Card 29: 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.

    Stealth 6: 1d10 + 5 ⇒ (3) + 5 = 8
    Defeated.

    After failing to get rid of the ice elemental, the Red Raven manages to hide before being cursed.

    Discard Maftet Hunter. Recharge Bloodbound Hat.

    Random card from 3-28, 30-55: 1d52 ⇒ 27

    Siege Deck Card 30 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.

    BA: discard Mask of the Red Raven.
    Combat: Choose to add 2d6 from Maftet Hunter, display Sawtooth Sabre +2 to use Melee with finesse +d6+2
    Combat 14: 1d10 + 6 + 3d6 + 2 ⇒ (3) + 6 + (6, 5, 2) + 2 = 24
    Defeated.

    Recharge Quick-change Mask to recharge Maftet Hunter.

    End of turn:
    - use power to examine next card: Random card from 3-28, 31-55: 1d51 ⇒ 27

    Siege Deck Card 31: 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.

    Choose to encounter the monster.
    BA: scourge: 1d8 ⇒ 1 Curse of Poisoning
    display Sawtooth Sabre +2 to use Melee with finesse +d6+2
    Combat 13: 1d10 + 6 + 1d6 + 2 ⇒ (4) + 6 + (6) + 2 = 18
    Defeated.
    Switch back to Aric.


    Male Human Vigilante Deck Handler

    Reset hand drawing 4 cards
    Then Curse of Poisoning: 1d7 ⇒ 1 Blessing of Maat recharged

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Blessing of the Midnight Lord (Blessing), Sawtooth Sabre +2 (Weapon), Sorrowsoul (Ally), Vreva Jhafae (Ally), Blessing of Asmodeus (Blessing), Shy Ratani (Ally)

    Displayed: Curse of Poisoning
    Deck: 12 Discard: 1 Buried: 1
    Notes: You can use my cards if needed (including the blessings)

    Used reroll in 4-4E
    Kit: Adamantine Sai +2 (Weapon), Tooled Crocodile Skin (Armor), Eando Kline (Ally)

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

    Turn Summary

    Siege deck shuffled with 1, 2, 29 to 31 banished. 3 & 4 are known.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn. Hour is Blessing of the Elements.
    Explore shuffled siege deck, (3-28, 32-55): 1d50 ⇒ 3: Blast Glyph
    Discard top card: Dwarven Earthbreaker +1. Discard Gozreh to bless.
    Wis 12: 2d6 + 1 + 1d6 + 1 ⇒ (2, 6) + 1 + (1) + 1 = 11 Shirt reroll the 1.
    Wis 12: 2 + 6 + 1 + 1d6 + 1 ⇒ 2 + 6 + 1 + (5) + 1 = 15 Success! Banish Aric's curse of Poisining.

    Discard Mountain Dog to explore again.
    Explore shuffled siege deck, (4-28, 32-55): 1d49 ⇒ 20: Lightning Storm - Displayed at Peasant Tombs.

    End turn. Reset hand, drawing 2.

    Raz wrote:

    Hand: Belt of Charging, Flaming longsword +3, Pillaging Mace, Mass Cure, Blessing of Shizuru, Spellsword +2,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 3
    Shirt reroll: available
    NOTES:
    Available Support: Use any/all.
    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

    Fixing turn: Evil Eye is +## so DC 6+8=14
    Discard Blessing of the Midnight Lord to add a die to the already rolled 8.
    Stealth 14: 8 + 1d10 ⇒ 8 + (10) = 18

    Draw one more card at end of turn.

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Sawtooth Sabre +2 (Weapon), Sorrowsoul (Ally), Vreva Jhafae (Ally), Blessing of Asmodeus (Blessing), Shy Ratani (Ally), Wayfinder (Item)

    Displayed: Curse of Poisoning
    Deck: 11 Discard: 2 Buried: 1
    Notes: You can use my cards if needed (including the blessings)

    Used reroll in 4-4E
    Kit: Adamantine Sai +2 (Weapon), Tooled Crocodile Skin (Armor), Eando Kline (Ally)

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


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

    Hour of Anubis

    Reiko buries Sacred Candle to draw Blessing of Anubis from hourglass.

    Hour of Elements again
    Current Siege Cards Banished: 1-3, 23, 29-31

    Free explore and encounter...

    Shuffle explore: 1d55 ⇒ 41 Siege Deck Card 41: Crawling Hands
    Reveal Hangman's Noose. Recharge Raz's Blessing of Shizuru
    Combat 13/17: 1d10 + 5 + 2d4 + 1 + 1d10 ⇒ (6) + 5 + (4, 3) + 1 + (3) = 22
    Ghoul Square, Undead shuffle into other location: 1d6 + 1 ⇒ (3) + 1 = 4 Crawling Hands shuffled into Scorched Ruins

    Discard Blessing of the Pallid Princess to explore and encounter...

    Shuffle explore: 1d55 ⇒ 36 Siege Deck Card 36: Crawling Hands Another one!
    Reveal Hangman's Noose. Banish Swipe to Recovery
    Combat 13-3/17-3: 1d10 + 5 + 2d4 + 1 ⇒ (8) + 5 + (2, 1) + 1 = 17
    Ghoul Square, Undead shuffle into other location: 1d6 + 1 ⇒ (1) + 1 = 2 Crawling Hands shuffled into Walled Oasis

    On reset, discard Vestments of Authority

    Recover Swipe Divine 10: 1d10 + 5 ⇒ (6) + 5 = 11 Recharged

    Zelhara lassos a couple of undead hands and cages them.

    Zelhara wrote:

    Hand: Blessing of Zon-Kuthon, Armored Halo, Hangman's Noose, Cult Acolyte, Blessing of the Savored Sting, Thousand Stings Whip,

    Displayed:
    Deck: 11 Discard: 2 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: 4
    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.


    Raz: Recharge Blessing of Shizuru
    Reiko: Buried Sacred Candle to draw Blessing of Anubis from Hourglass
    Current Siege Cards Banished: 1-3, 23, 29-31, 36, 41


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

    During This Scenario: When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
    Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
    The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul (proxy with Mining Construct) and Heqet into the siege deck.
    To win the scenario, a location must be open while the siege deck is empty.

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

    Additional Rules:

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

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

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

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

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

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

    Fiend Henchmen

    Blightwing

    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.

    Aghash

    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.

    Ulkreth (x5)

    Spoiler:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Undead Henchmen

    Beheaded

    Spoiler:
    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.

    Crawling Hands (x6)

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

    After Siege Deck empties the first time

    Koth'Vaul

    Spoiler:
    Koth'Vaul
    FF Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 24

    Koth’Vaul may not be evaded and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at your location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
    If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

    Heqet

    Spoiler:
    Heqet
    MM Henchman 4
    Type: Monster
    Traits: Trigger Undead Cultist Cleric
    To Defeat: Combat 18 OR Divine 13

    When you examine this card, encounter it; the difficulty to defeat is increased by 5.
    Heqet is immune to the Mental and Poison traits.
    After you act, if the result of the check to defeat is greater than 24, summon and encounter the henchman Natron Zombie.
    If defeated, you may 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 Anubis (Blessing 4)

    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.

    Blessing 4

    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:
    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.

    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:
    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:
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Barrier 2

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

    Barrier 3

    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.

    Barrier 4

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

    Barrier 5

    Spoiler:
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Staff of Dark Flame
    MM Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

    Weapon 2

    Spoiler:
    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.

    Weapon 3

    Spoiler:
    Shocking Scimitar +2
    MM Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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 4

    Spoiler:
    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.

    Weapon 5

    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.

    Random Spells:

    Spell 1
    Spoiler:
    Toxic Cloud
    MM Spell 2
    Traits: Magic Arcane Attack Poison
    To Acquire: Intelligence Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.

    Spell 2

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

    Spell 3

    Spoiler:
    Mistform
    MM Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 4

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

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    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 2

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

    Armor 3

    Spoiler:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Game of Afterlife
    MM Loot B
    Type: Item
    Traits: Object Gambling
    To Acquire: None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

    Item 2

    Spoiler:
    Scarab Sand
    MM Item 3
    Traits: Object Alchemical Mummy
    To Acquire: Intelligence Craft Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.

    Item 3

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

    Item 4

    Spoiler:
    Ring of the Godless
    MM Item B
    Traits: Accessory Magic
    To Acquire: Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Item 5

    Spoiler:
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Kafar
    MM Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

    Ally 2

    Spoiler:
    Cleric of Nethys
    MM Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

    Ally 3

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

    Ally 4

    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 5

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

    Random Blessings:

    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.

    Blessing 2

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

    Blessing 3

    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.

    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 Pharasma
    MM Blessing C
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 6 Reiko/zeroth_hour

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

    Cards Remaining in Hourglass: 24

    Hourglass:

    Turn 7 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 8 Ezren/Abraham Z.

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

    Turn 9 Aric/勝20100

    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 10 Raz/eddiephlash

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

    Turn 11 Zelhara/Nathan Davis

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

    Turn 12 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 13 Seoni/EmpTyger

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

    Turn 14 Ezren/Abraham Z.

    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 15 Aric/勝20100

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

    Turn 16 Raz/eddiephlash

    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 17 Zelhara/Nathan Davis

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

    Turn 18 Reiko/zeroth_hour

    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 19 Seoni/EmpTyger

    Spoiler:
    Concordance's Favor
    FF 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 20 Ezren/Abraham Z.

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

    Turn 21 Aric/勝20100

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

    Turn 22 Raz/eddiephlash

    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 23 Zelhara/Nathan Davis

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

    Turn 24 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 25 Seoni/EmpTyger

    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 26 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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 27 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 28 Raz/eddiephlash

    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 29 Zelhara/Nathan Davis

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 30 Reiko/zeroth_hour

    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.

    Siege Deck
    M: 19 Ba: 16 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 11

    Siege Deck Card 1:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 2:
    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.
    Siege Deck Card 3:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck 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.
    Siege Deck Card 5:
    Guecubu
    MM Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Siege Deck Card 6:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck 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.
    Siege Deck Card 8:
    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.
    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.
    Siege Deck Card 9:
    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.
    Siege Deck Card 10:
    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.
    Siege Deck Card 11:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 12:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 13:
    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.
    Siege Deck Card 14:
    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.
    Siege Deck Card 15:
    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.
    Siege Deck Card 16:
    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.
    Siege Deck Card 17:
    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.
    Siege Deck Card 18:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 19:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 20:
    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.
    Siege Deck Card 21:
    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.
    Siege Deck Card 22:
    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.
    Siege Deck Card 23:
    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.
    Siege Deck Card 24:
    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.
    Siege Deck Card 25:
    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.
    Siege Deck Card 26:
    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.
    Siege Deck Card 27:
    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.
    Siege Deck Card 28:
    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.
    Siege Deck Card 29:
    Symbol of Fear
    MM Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Siege Deck Card 30:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 31:
    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.
    Siege Deck Card 32:
    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.
    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.
    Siege Deck Card 33:
    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.
    Siege Deck Card 34:
    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.
    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.
    Siege Deck Card 35:
    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.
    Siege Deck Card 36:
    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.
    Siege Deck Card 37:
    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.
    Siege Deck Card 38:
    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.
    Siege Deck Card 39:
    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.
    Siege Deck Card 40:
    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.
    Siege Deck Card 41:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 42:
    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.
    Siege Deck Card 43:
    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.
    Siege Deck Card 44:
    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.
    Siege Deck Card 45:
    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.
    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.
    Siege Deck Card 46:
    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.

    Ghoul Square
    At This Location (Open): When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zelhara/Nathan Davis

    Ghoul Square Card 1:
    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.
    Ghoul Square Card 2:
    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.
    Ghoul Square Card 3:
    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.
    Ghoul Square Card 4:
    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.

    Walled Oasis
    At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100

    Walled Oasis Card 1:
    Sebti the Crocodile
    MM Ally 1
    Traits: Trigger Human Cleric
    To Acquire: Charisma Diplomacy Divine 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.
    Walled Oasis Card 2:
    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.
    Walled Oasis Card 3:
    Wand of Scorching Ray
    MM Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Walled Oasis Card 4:
    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.
    Walled Oasis Card 5:
    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.

    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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Seoni/EmpTyger

    Scorched Obelisk Card 1:
    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 2:
    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 Obelisk Card 3:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Scorched Obelisk Card 4:
    Flask Thrower
    MM Weapon 2
    Traits: Sling Ranged Bludgeoning Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z.

    Scorched Ruins Card 1:
    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.
    Scorched Ruins Card 2:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Scorched Ruins Card 3:
    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 Card 4:
    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.

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

    Crypt 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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Shield Cloak
    MM Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Crypt Card 5:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    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: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Raz/eddiephlash, Lightning Storm

    Lightning Storm (Displayed):
    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.
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Frost Staff
    MM Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

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

    Ruined Temple Card 1:
    Ptemenib
    MM Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine 8
    Recharge this card to examine the top card of up to 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
    Ruined Temple Card 2:
    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.
    Ruined Temple Card 3:
    Sandstorm Dust
    MM Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Ruined Temple Card 4:
    Commune
    MM Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
    Ruined Temple Card 5:
    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.
    Ruined Temple Card 6:
    Clawhand Shield
    MM Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
    Ruined Temple Card 7:
    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.


    deck handler

    On mobile b/c laptop on fritz

    Hour: bota

    Explore: crawling hands, use SSK + Anubis

    Combat 13+7=20: 1d10 + 1d6 + 1 + 6 + 2d10 ⇒ (3) + (3) + 1 + 6 + (8, 2) = 23

    bury: 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (4) + (2) + (8) + (2) + (2) = 18 no bury yay

    Explore using Sun Falcon Pect recharge

    Rolling Sphere (this is great)

    Recharge Reveler to add CHA

    acro 12: 1d10 + 6 + 1d8 + 2 ⇒ (3) + 6 + (6) + 2 = 17

    shuffles into : 1d7 ⇒ 6 Peasant Tombs

    "

    Reiko wrote:

    Hand: Blessing of the Elements (traded), Khamsin Coat (traded), Defending Sansetsukon +1, Kusarigama, Boots of Elvenkind,

    Displayed:
    Deck: 14 Discard: 0 Buried: 2
    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): Swipe, Materialize, Golden Serpent Armband (traded), Silver Balladeer, Old Salt, Blessing of the Quartermaster B, Splashbolt Crossbow, Blessing of the Quartermaster A, Double Chicken Saber +1, Blessing of Abadar, Shozoku of the Night Wind, Blessing of the Savored Sting
    Recharged: Sun Falcon Pectoral (traded), Reveler,
    Discard Pile:
    Buried Pile: Sacred Candle#Core, Blessing of Anubis*,

    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.

    "


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Seoni should actually be at Scorched Ruins)
    Hourglass 7: Wadjet o'clock
    Exploring Siege Deck 3: Crawling Hands

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

    Displaying Wall of Fire, undead, using Create Mindscape
    Combat 13 (17): 1d12 + 6 + 2d10 + 1d4 ⇒ (1) + 6 + (2, 2) + (2) = 13
    Crawlies (Seoni): 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (2) + (6) + (2) + (4) + (12) = 26
    Crawlies (Ezren): 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (4) + (2) + (6) + (6) + (12) = 30
    Crawling Hands is banished

    The crawling hands were everywhere! Seoni tried to ward them off with a wall of fire, but a few of them pushed through, and Ezren and she had to dodge a few groping fingers.

    Discarding Surgeon to explore Siege Deck 4: Sun Falcon

    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.

    Banishing Life Drain to recovery, using Create Mindscape
    Combat 11 (17): 1d12 + 6 + 2d4 + 1d4 ⇒ (8) + 6 + (2, 2) + (3) = 21
    Life Drain: Surgeon is healed
    Scourge: 1d8 ⇒ 3
    Displaying Curse of Vulnerability

    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.

    Random other open location: 1d7 ⇒ 5
    Scorched Ruins: Sun Falcon is shuffled into Crypt
    The surgeon pointed to a bright light shining through the fire wall. "This will buy us time!" Seoni absorbed the falcon's fiery aura and tried to fling it back at the besieging armies, but her aim was off. The fiery energy did restore her, but the extreme heat frazzled the sorcerer's defensive auras, and she quickly shunted the falcon into the cold crypt.

    Ending turn.
    Recovery: Using Create Mindscape
    Arcane 9: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11
    Life Drain is recharged. Using Create Mindscape
    Arcane 13: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18
    Wall of Fire is recharged.
    Resetting hand

    Seoni wrote:

    Hand: Fire Snake, Coordinated Blast (banish to recovery for +1d12+6 to local defeat), Steel Ibis Lamellar, Blessing of Pharasma B (discard to bless/double bless if spell is cast), Apprentice, Blessing of Maat (discard for +3 or -3 after roll/discard to replace all noncombat dice with d8s),

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Curse of Vulnerability,
    Deck: 12 Discard: 1 Buried: 0
    Notes: Create Mindscape is displayed at Scorched Ruins
    Ask before using: Blessing of Maat; Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Coordinated Blast

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [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: 5

    Summary:
    Siege Deck 3 is banished.
    Siege Deck 4 is shuffled into Crypt.


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

    It is the hour of the Elements

    Location Power: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.

    Free explore:

    Siege Deck Card 5 is Guecubu:

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

    Send Marionette to Recovery
    Combat 15, mindscape: 1d12 + 6 + 3d6 + 1d4 ⇒ (6) + 6 + (1, 2, 6) + (3) = 24

    Ezren power: after playing Arcane spell, examine top of own deck - Ice and Fire - draw it.

    AYA Scourge: 1d8 ⇒ 5

    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.

    Discard Acadamae Scholar to explore

    Siege Deck Card 6 is Crawling Hands:

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

    Send Ice and Fire to Recovery
    Combat 13 (17), mindscape, scholar: 1d12 + 6 + 2d8 + 3 + 1d4 + 1d4 ⇒ (10) + 6 + (4, 4) + 3 + (2) + (4) = 33

    Ezren power: after playing Arcane spell, examine top of own deck - Eruption - recharge it.

    End turn
    Curse of the Ravenous: 1d4 ⇒ 1 No blessings in discards

    Recovery Phase:
    Recharge Marionette? Arcane 11, mindscape, spellbook: 1d12 + 6 + 1d4 + 1d4 ⇒ (8) + 6 + (1) + (3) = 18
    Recharge Ice and Fire? Arcane 12, mindscape, spellbook: 1d12 + 6 + 1d4 + 1d4 ⇒ (9) + 6 + (3) + (1) = 19

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

    Turn Summary:
    * Cleared Siege deck cards 5 & 6.

    "

    Ezren wrote:

    Hand: Elemental Skin, Fire Snake, Mirror Image, Magical Mansion, Chain Lightning (Core), Volcanic Storm (Core), Akhentepi's Armor, Arcane Robes, Ring of Protection (Core), Spellbook,

    Displayed: Curse of the Ravenous,
    Deck: 7 Discard: 2 Buried: 0
    Current Location: Scorched Ruins
    Hero Points: 3
    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

    Magical Mansion: if displayed at a location, local characters can skip their first exporation to heal 1d4+1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Student, Bound Imp, Death's Touch (Core), Create Mindscape
    Recharged: Eruption, Marionette, Ice and Fire,
    Discard Pile: Unwrapped Harmony, Acadamae Scholar,
    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]
  • "


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Discard Shizuru for Zelhara. Updated hand:

    Raz wrote:

    Hand: Belt of Charging, Flaming longsword +3, Pillaging Mace, Mass Cure, Spellsword +2,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Hero Points: 3
    Shirt reroll: available
    NOTES:
    Available Support: Use any/all.
    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’s turn

    Hour: Blessing of Osiris

    Switch to Red Raven. Exchange Shy Ratani for kit’s Tooled Crocodile Skin.

    Move: no move then use red raven’s power to examine.
    Examine Siege Deck Card 7: Bonecrusher Chieftain
    Trigger! When you examine this card, encounter it; the difficulty to defeat is increased by 3.

    Siege Deck 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.

    Discard Sawtooth Sabre +2 to use Melee+d6+2+d8+#.
    Combat 12+3+#=19: 1d10 + 6 + 1d6 + 2 + 1d8 + 4 ⇒ (3) + 6 + (1) + 2 + (5) + 4 = 21
    Defeated a monster so use power and exchange Vreva Jhafae for kit’s Adamantine Sai +2.

    Explore and encounter

    Siege Deck Card 8: 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.
    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.

    Reveal Adamantine Sai +2 to use Melee+d4+2. Discard Blessing of Asmodeus to bless.
    Combat 11+##=19: 2d10 + 6 + 1d4 + 2 ⇒ (10, 3) + 6 + (3) + 2 = 24
    Defeated.

    Discard Wayfinder to examine location top deck, choosing siege deck instead: Siege Deck Card 9, Collapsing Sphinx
    Wow third card with trigger in a row.
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    Mental damage: 1d4 ⇒ 4 Discard hand…
    Defensive Stance: discard Walled Oasis Card 1, Ruined Temple Card 1.
    Choose not to shuffle my location.
    Choose not to explore.

    End turn:
    Use power and examine location: Walled Oasis Card 2: Blessing of the Ancients. Switch to Aric.
    Draw 7 cards
    Curse of Poisoning: 1d7 ⇒ 4 Bloodbound Hat recharged.

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Hand of the Honest Man (Loot Item), Blessing of Bastet (Blessing), Shadowless Sword 2 (Weapon), Maftet Hunter (Ally), Quick-change Mask (Item), Blessing of Maat (Blessing)

    Displayed: Curse of Poisoning
    Deck: 4 Discard: 9 Buried: 1
    Notes: You can use my cards if needed (including the blessings)

    Used reroll in 4-4E
    Kit: Vreva Jhafae (Ally), Shy Ratani (Ally), Eando Kline (Ally)

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

    Siege deck 7&8 banished, 9 is known, walled oasis card 1 and Ruined Temple Card 1 banished, walled oasis card 2 known.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn at Peasant Tombs. Hour is Elements.
    Lightning Storm: 1d4 ⇒ 1 Discard Pilaging Mace as damage. Banish top card of Peasant tombs as well as the top of each unoccupied location.
    1d1d7 ⇒ 6: Storm stays at Peasant Tombs.

    Move to Walled Oasis. Cast Mass Cure to heal both Aric and myself.
    Aric's heal: 1d4 + 1 ⇒ (4) + 1 = 5
    Raz's heal: 1d4 + 1 ⇒ (4) + 1 = 5 Back to full!

    Choose not to explore, as I don't have great odds against the Sphinx. Recovery, discarding top of deck for pally power: Four-Mirror Armor.

    Mass Cure: Divine 14: 2d6 + 3 ⇒ (4, 1) + 3 = 8 -> Mass Cure discarded.Raz resets their hand, drawing 3.

    Raz wrote:

    Hand: Belt of Charging, Flaming Longsword +3, Spellsword +2, Frost Lance +2, Pegasus, Mountain Pattern Armor,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 3
    Shirt reroll: available
    NOTES:
    Available Support: Use any/all.
    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 Red Raven's turn)
    Red Raven banishes Seoni's Curse of Vulnerability

    The sudden appearance of the masked hero made Seoni feel much safer.


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

    Hour of the Elements

    Free explore and encounter Collapsing Sphinx

    Perception 12: 1d10 + 7 ⇒ (6) + 7 = 13 Banished!

    Discard Blessing of Zon-Kuthon to explore and encounter Fireball Trap

    Dexterity 8: 1d8 ⇒ 8 Wow. Unexpected. I was planning to do a post roll blessing. Banish Ezren's Curse of the Ravenous

    On reset, discard Cult Acolyte and Thousand Stings Whip

    Zelhara wrote:

    Hand: Wayfinder, Armored Halo, Hangman's Noose, Shy Ratani, Blessing of the Savored Sting, Stunning Barrier,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Notes: Blessings Available
    Sideboard cards:

    On Reiko's turn: Bury Cult Acolyte to heal Vestments of Authority and Blessing of Zon-Kuthon

    Zelhara leaves her raving acolyte chanting nonsense as she works her way through the collapse and burning shrapnel of the opposing forces.

    Zelhara wrote:

    Hand: Wayfinder, Armored Halo, Hangman's Noose, Shy Ratani, Blessing of the Savored Sting, Stunning Barrier,

    Displayed:
    Deck: 10 Discard: 2 Buried: 1
    Notes: Blessing 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: 4
    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.


    Banished Ezren's Curse of the Ravenous
    Siege Deck: Banished 9-10


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

    Noted: Curse of the Ravenous banished. Thanks!


    deck handler

    "Out of Turn Updates: None
    Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
    Turn: 12 - Horus [/ooc]
    SOT: None
    Give Card: None
    Move: Stay
    Explore: SD 11 - Ulkreth. Use Boots and Acro

    Acro 12: 2d10 + 6 ⇒ (5, 3) + 6 = 14

    Discard BotE to continue. Another Ulkreth lol. Use Boots, Acro and recharge Kusarigama for power (using Arcane), mainly for cycling purposes.

    Acro 12: 2d10 + 6 + 1d8 + 2 ⇒ (4, 9) + 6 + (8) + 2 = 29

    "

    Reiko wrote:

    Hand: Silver Balladeer, Khamsin Coat (traded), Defending Sansetsukon +1, Double Chicken Saber +1, Boots of Elvenkind,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 4
    Mat Reroll: unused
    NOTES:
    Available Support: No blessings sorry. If you have a Curse I have a Balladeer available.
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Swipe, Old Salt, Blessing of Abadar, Golden Serpent Armband (traded), Materialize, Splashbolt Crossbow, Blessing of the Quartermaster A, Blessing of the Quartermaster B, Shozoku of the Night Wind, Blessing of the Savored Sting
    Recharged: Sun Falcon Pectoral (traded), Reveler, Kusarigama,
    Discard Pile: Blessing of Anubis*, Blessing of the Elements (traded),
    Buried Pile: Sacred Candle#Core,

    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.

    "

    EOT: End Turn and Reset hand

    Summary
    Acquired: None
    Banished: Siege Deck 11 and 12
    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 13: Elements o’clock
    Giving Coordinated Blast to Ezren

    Coordinted Blast:
    Spell 3
    On another character at your location's check to defeat, discard this card to add your Arcane or Divine skill.
    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.
    Magic / Arcane / Divine / Attack

    Seoni gave Ezren a wicked smile. “Shall we kick it up a notch?” An packet of arcane energy began bouncing between the two mages, growing more and more unstable with each pass.

    Exploring Siege Deck 13: The Evil Eye

    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.

    Recharging Apprentice, using Create Mindscape
    Arcane 6+8=14: 1d12 + 6 + 1d6 + 1d4 ⇒ (11) + 6 + (6) + (2) = 25
    Evil Eye is banished

    The clock struck 13, but Seoni was no triskaidekaphobe.

    Discarding Blessing of Pharasma to explore Siege Deck 14: Ubashki Swarm

    Ubashki Swarm:
    MM Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters 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.

    Discarding Fire Snake as an Attack Force Attack spell, using Create Mindscape
    Combat 8 (10): 1d12 + 6 + 1d6 + 1 + 1d4 ⇒ (10) + 6 + (2) + 1 + (1) = 20
    Discarding Blessing of Maat as an Attack Force Attack spell, using Create Mindscape
    Combat 8 (10): 1d12 + 6 + 1d6 + 1 + 1d4 ⇒ (6) + 6 + (2) + 1 + (3) = 18
    Ubashki Swarm is banished

    A swarm of undead approached the ruins, but some well placed magic missiles kept them well at bay.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Cleric of Nethys, Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Steel Ibis Lamellar, Blessing of Abadar (discard to bless/double bless if to defeat barrier), Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Blessing of Pharasma 1 (discard to bless/double bless if spell is cast),

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
    Deck: 8 Discard: 4 Buried: 0
    Notes: Create Mindscape is displayed at Scorched Ruins
    Ask before using: Blessing of Abadar; Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Neferekhu; Binder's Tome

    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: 5

    Summary:
    Siege Deck 13, 14 are banished.
    Ezren receives Coordinated Blast.


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

    Off turn: Receive Coordinated Blast from Seoni.

    It is the hour of Maat

    Location Power: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.

    Give card: Coordinated Blast to Seoni

    Free explore:

    Siege Deck Card 15 is 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.

    Display Chain Lightning
    Combat 19, mindscape: 1d12 + 6 + 3d6 + 1d4 ⇒ (1) + 6 + (6, 3, 3) + (2) = 21
    Banish Aric's Curse of Poisoning

    Shuffle Ifreeti into random other open location: 1d6 ⇒ 3
    Ifreeti is shuffled into Scorched Obelisk

    Ifreeti power - choose Armor - Random Armor 1 is 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.

    This is Tier P - does that count as # for upgrades?

    Ezren power: after playing Arcane spell, examine top of own deck - Create Mindscape - draw it

    Display Create Mindscape at Scored Ruins

    Ezren power: after playing Arcane spell, examine top of own deck - Bound Imp

    End turn

    Recovery Phase:
    Recharge Chain Lightning? Arcane 13, Mindscape x2, Spellbook: 1d12 + 6 + 3d4 ⇒ (7) + 6 + (2, 3, 2) = 20

    Ezren power: Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
    Reset Hand, recharging Portable Sarcophagus and Arcane Robes

    At the start of Aric's turn, banish Bound Imp to Recovery to draw 2 cards

    Recharge Bound Imp? Arcane 8, mindscape x2, spellbook: 1d12 + 6 + 3d4 ⇒ (2) + 6 + (4, 2, 2) = 16

    Turn Summary:
    * Passed Coordinated Blast back to Seoni
    * Banished Aric's Curse of Poisoning
    * Ifreeti is shuffled into Scorched Obelisk
    * Another Create Mindscape is now displayed at Scorched Ruins

    "

    Ezren wrote:

    Hand: Elemental Skin, Fire Snake, Mirror Image, Magical Mansion, Volcanic Storm (Core), Death's Touch (Core), Eruption, Akhentepi's Armor, Ring of Protection (Core), Spellbook, Acadamae Student,

    Displayed: Create Mindscape,
    Deck: 6 Discard: 2 Buried: 0
    Current Location: Scorched Ruins
    Hero Points: 3
    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 is displayed at Scorched Ruins

    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

    Magical Mansion: if displayed at a location, local characters can skip their first exporation to heal 1d4+1

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Marionette, Ice and Fire, Chain Lightning (Core), Arcane Robes, Portable Sarcophagus, Bound Imp,
    Discard Pile: Unwrapped Harmony, Acadamae Scholar,
    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

    Raz’s turn

    Healed 5:

    Wayfinder
    Blessing of Asmodeus
    Blessing of the Midnight Lord
    Slip
    Sawtooth Sabre +2

    Ezren’s turn

    > Banished Aric's Curse of Poisoning

    Aric’s turn

    Turn 15: Blessing of Abadar

    Switch to Red Raven, exchanging Hand of the Honest Man for Vreva Jhafae.

    Move: No move.
    Use Red Raven’s power to examine, choosing siege deck.

    Siege Deck Card 16: 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.

    Trigger: discard Blessing of Bastet.

    Explore and encounter previously examined Grave Goods.
    Recharge quick change mask to use stealth instead of disable, recharge Vreva to add a d6
    Stealth 10: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (3) = 18
    Defeated.
    Choose Ally and draw a new one:

    Ally 1: Kafar:

    MM Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

    Discard Kafar to explore.

    Siege Deck Card 17: 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.

    Can not defeat the difficulty without those skills.
    Siege deck is shuffled.

    Discard Maftet Hunter, choose not to recharge any card, and explore.
    random between 17-46: 1d30 + 16 ⇒ (20) + 16 = 36

    Siege Deck Card 36: 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.

    Reveal Shadowless Sword 2 to add a d8 on perception
    Perception 9+#=13: 2d8 + 4 ⇒ (1, 3) + 4 = 8
    Choose to examine siege.
    random between 17-35, 37-46: 1d29 ⇒ 27
    card 44: 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.

    Discard Shadowless Sword 2 to use Melee+d8+2+d6+#, Ambush applies a -3.
    Combat 17: 1d10 + 6 + 1d8 + 2 + 1d6 + 4 - 3 ⇒ (9) + 6 + (7) + 2 + (1) + 4 - 3 = 26
    Bonestorm is defeated and banished, Ambush is shuffled back in.

    End turn:
    Use power and examine.
    random card from 17-43, 46: 1d29 ⇒ 12

    card 28: 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.

    Red Raven has no weapon so no combat. Switch to Aric.
    Draw 6 cards.

    Aric at Walled Oasis wrote:

    Aric Hand Size 7: Adamantine Sai +2 (Weapon), Blessing of the Midnight Lord (Blessing), Bloodbound Hat (Item), Blessing of Asmodeus (Blessing), Wayfinder (Item), Sorrowsoul (Ally), Blessing of Maat (Blessing)

    Deck: 5 Discard: 8 Buried: 1
    Notes: You can use my cards if needed (including the blessings), but Aric is low on health

    Used reroll in 4-4E
    Kit: Hand of the Honest Man (Loot Item), Shy Ratani (Ally), Eando Kline (Ally)

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

    Siege: (already 1-16 banished), 17 banished, 44 banished, 28 on top, the rest is shuffled.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn. Hour is Bastet. Move to Scorched Ruins. Recharge Spellsword to recharge mass Cure. Explore known Desert Trapper. Reveal Belt of charging. Reveal Frost Lance. Reveal Mountain Dog for lance's mount power.

    Combat 7+#=12: 1d8 + 1d8 + 5 + 1d8 + 2 + 1d8 + 2 ⇒ (6) + (7) + 5 + (3) + 2 + (4) + 2 = 29 Defeated!

    Recharge Belt to draw a card: Warhorse 1. Discard it to explore again.
    Shuffled location (18-27, 29-43, 45-46): 27 = 27 card 46: Rukh.
    First check, use lance again, and Warhorse allows me to treat this as the first combat check of the turn, so reveal Peg to power the lance's Mount ability.
    Combat 13+4=17 (23): 1d8 + 5 + 1d8 + 2 + 1d8 + 2 ⇒ (3) + 5 + (1) + 2 + (3) + 2 = 16 Shirt reroll the middle d8.
    Combat 13+4=17 (23): 3 + 5 + 1d8 + 2 + 3 + 2 ⇒ 3 + 5 + (4) + 2 + 3 + 2 = 19 Success! May banish 1 displayed curse!
    Second combat, Reveal and discard Flaming Longsword.
    Combat 13+4=17 (23): 1d8 + 5 + 1d8 + 3 + 2d6 ⇒ (3) + 5 + (7) + 3 + (2, 6) = 26 Success, but overkill
    Scourge: 1d8 ⇒ 5: Curse of the Ravenous

    Discard Pegasus to go once more.
    Shuffled location (18-27, 29-43, 45): 26 = 26 card 45: Ice Elemental.
    Reveal armor for BYA check.
    Bya Con 7: 1d6 + 1d4 ⇒ (1) + (3) = 4
    Reveal Frost Lance. Discard top of deck for Paladin power: Pillaging Mace.
    Combat 12 (18): 1d8 + 5 + 1d8 + 2 + 1d6 + 1 ⇒ (1) + 5 + (4) + 2 + (5) + 1 = 18 Success, but overkill
    Scourge: 1d8 ⇒ 4: Curse of Daybane

    End turn.
    Ravenous: 1d4 ⇒ 3 Bury discarded spells and weapons.
    Reset hand, recharging Armor and drawing 5.

    Raz wrote:

    Hand: Frost Lance +2, Ebon Thorn, Blessing of Gozreh, Hatchetbird, Dwarven Earthbreaker +1, Blessing of Shizuru,

    Displayed: Curse of the Ravenous, Curse of Daybane,
    Deck: 10 Discard: 3 Buried: 2
    Hero Points: 3
    Shirt reroll: used
    NOTES:
    Available Support: Use any/all.
    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] [] []

    Siege: (already 1-17, 44 banished), 28, 45, 46 banished.


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

    During This Scenario: When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
    Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
    The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul (proxy with Mining Construct) and Heqet into the siege deck.
    To win the scenario, a location must be open while the siege deck is empty.

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

    Additional Rules:

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

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

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

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

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

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

    Fiend Henchmen

    Blightwing

    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.

    Aghash

    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.

    Ulkreth (x5)

    Spoiler:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Undead Henchmen

    Beheaded

    Spoiler:
    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.

    Crawling Hands (x6)

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

    After Siege Deck empties the first time

    Koth'Vaul

    Spoiler:
    Koth'Vaul
    FF Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 24

    Koth’Vaul may not be evaded and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at your location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
    If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

    Heqet

    Spoiler:
    Heqet
    MM Henchman 4
    Type: Monster
    Traits: Trigger Undead Cultist Cleric
    To Defeat: Combat 18 OR Divine 13

    When you examine this card, encounter it; the difficulty to defeat is increased by 5.
    Heqet is immune to the Mental and Poison traits.
    After you act, if the result of the check to defeat is greater than 24, summon and encounter the henchman Natron Zombie.
    If defeated, you may 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 Anubis (Blessing 4)

    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.

    Kafar (Ally 0)

    Spoiler:
    Kafar
    MM Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

    Portable Sarcophagus (Item P4)

    Spoiler:
    Portable Sarcophagus
    MM Armor P
    Traits: Light Armor Magic
    To Acquire: Constitution ortitude 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.

    Item 4
    Ally 0
    Blessing 4

    Random Monsters:

    Monster 1
    Spoiler:
    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.

    Monster 2

    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 3

    Spoiler:
    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.

    Monster 4

    Spoiler:
    Ubashki Swarm
    MM Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters 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.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Barrier 2

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

    Barrier 3

    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 4

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

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

    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 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:
    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 5

    Spoiler:
    Staff of Dark Flame
    MM Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

    Random Spells:

    Spell 1
    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 2

    Spoiler:
    Locate Object
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3

    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 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:
    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.

    Random Armor:

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

    Armor 2

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

    Armor 3

    Spoiler:
    Mistmail
    MM Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or 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 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    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.

    Item 2

    Spoiler:
    Wing of Horus
    MM Item B
    Traits: Trigger Object Magic Horus
    To Acquire: Dexterity Knowledge Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 3

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

    Item 4

    Spoiler:
    Staff of Revelations
    MM Item 3
    Traits: Staff Magic Arcane
    To Acquire: Intelligence Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Druid of the Storm
    MM Ally 2
    Traits: Human Druid Veteran
    To Acquire: Divine 7 OR Charisma Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Ally 2

    Spoiler:
    Ausetitha
    MM Ally 4
    Traits: Undead Banshee Incorporeal
    To Acquire: Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

    Ally 3

    Spoiler:
    Minnothet
    MM Ally 2
    Traits: Human Shopkeeper Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8

    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Ally 4

    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 5

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

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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 3

    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 4

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

    Blessing 5

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

    Turn 17 Zelhara/Nathan Davis

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

    Cards Remaining in Hourglass: 13

    Hourglass:

    Turn 18 Reiko/zeroth_hour

    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 19 Seoni/EmpTyger

    Spoiler:
    Concordance's Favor
    FF 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 20 Ezren/Abraham Z.

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

    Turn 21 Aric/勝20100

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

    Turn 22 Raz/eddiephlash

    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 23 Zelhara/Nathan Davis

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

    Turn 24 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 25 Seoni/EmpTyger

    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 26 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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 27 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 28 Raz/eddiephlash

    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 29 Zelhara/Nathan Davis

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 30 Reiko/zeroth_hour

    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.

    Siege Deck
    M: 10 Ba: 11 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 5

    Siege Deck Card 1:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 2:
    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.
    Siege Deck Card 3:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 4:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck 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.
    Siege Deck Card 6:
    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.
    Siege Deck Card 7:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 8:
    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.
    Siege Deck Card 9:
    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.
    Siege Deck Card 10:
    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.
    Siege Deck Card 11:
    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.
    Siege Deck Card 12:
    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.
    Siege Deck Card 13:
    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.
    Siege Deck Card 14:
    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.
    Siege Deck Card 15:
    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.
    Siege Deck Card 16:
    Symbol of Fear
    MM Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Siege Deck Card 17:
    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.
    Siege Deck Card 18:
    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.
    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.
    Siege Deck Card 19:
    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.
    Siege Deck Card 20:
    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.
    Siege Deck Card 21:
    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.
    Siege Deck Card 22:
    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.
    Siege Deck Card 23:
    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.
    Siege Deck Card 24:
    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.
    Siege Deck Card 25:
    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.
    Siege Deck Card 26:
    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.
    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.

    Ghoul Square
    At This Location (Open): When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zelhara/Nathan Davis

    Ghoul Square Card 1:
    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.
    Ghoul Square Card 2:
    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.
    Ghoul Square Card 3:
    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.
    Ghoul Square Card 4:
    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.

    Walled Oasis
    At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100

    Walled Oasis Card 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.
    Walled Oasis Card 2:
    Wand of Scorching Ray
    MM Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Walled Oasis Card 3:
    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.
    Walled Oasis Card 4:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    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.
    Scorched Obelisk Card 3:
    Flask Thrower
    MM Weapon 2
    Traits: Sling Ranged Bludgeoning Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Raz/eddiephlash, Seoni/EmpTyger

    Scorched Ruins Card 1:
    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.
    Scorched Ruins Card 2:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Scorched Ruins Card 3:
    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 Card 4:
    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.

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

    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.

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

    Lightning Storm (Displayed):
    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.
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Frost Staff
    MM Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

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

    Ruined Temple Card 1:
    Sandstorm Dust
    MM Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Ruined Temple Card 2:
    Commune
    MM Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
    Ruined Temple Card 3:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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.


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

    Hour of Elements

    Move to Scorched Ruins
    Free explore...

    Shuffle Explore, 27 is Baited Jewel Box: 1d27 ⇒ 8 Siege Deck Card 8: Desert Trapper
    Reveal Hangman's Noose. 2xMindscapes
    Divine Combat 7+4: 1d10 + 5 + 2d4 + 1 + 2d4 ⇒ (3) + 5 + (4, 2) + 1 + (1, 1) = 17 Banished!

    Discard Shy Ratani to explore and encounter...

    Shuffle Explore, 27 is Baited Jewel Box: 1d27 ⇒ 19 Siege Deck Card 19: Blightwing
    Reveal Hangman's Noose 2xMindscapes
    Divine Combat 11+8: 1d10 + 5 + 2d4 + 1 + 2d4 ⇒ (8) + 5 + (4, 3) + 1 + (4, 2) = 27 Banished!

    Discard Wayfinder to examine..

    Shuffle Examine, 27 is Baited Jewel Box: 1d27 ⇒ 6 Siege Deck Card 6: Eternal Captives
    Do not shuffle, explore and encounter Eternal Captives. 2xMindscapes Neferekhu
    Divine 10: 1d10 + 5 + 2d4 + 2d10 ⇒ (10) + 5 + (1, 4) + (1, 9) = 30
    Seoni autosucceeds Diplomacy 8.
    Botting Ezren's Diplomacy with Mindscapes
    Diplomacy 8: 1d8 + 2 + 2d4 ⇒ (7) + 2 + (3, 4) = 16 Banished!

    Banish Armored Halo to recovery. No Armor to draw.

    Heal Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Wayfinder and Blessing of the Pallid Princess

    On reset, discard Stunning Barrier


    Recovery Armored Halo. 2xMindscape and Neferekhu

    Divine 11: 1d10 + 5 + 2d4 + 2d10 ⇒ (2) + 5 + (2, 2) + (10, 3) = 24 Recharged

    Zelhara joins the potent magic powerhouse that Seoni and Ezren have built. She happily takes the power under will flinging pain to the living and dead alike.

    Zelhara wrote:

    Hand: Druid of the Hive, Calistrian Kiss, Hangman's Noose, Blessing of the Pallid Princess, Blessing of the Savored Sting, Steel Ibis Lamellar,

    Displayed:
    Deck: 10 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: 4
    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.


    Siege Deck: Banished 6, 8, 19


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

    During This Scenario: When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
    Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
    The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul (proxy with Mining Construct) and Heqet into the siege deck.
    To win the scenario, a location must be open while the siege deck is empty.

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

    Additional Rules:

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

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

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

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

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

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

    Fiend Henchmen

    Blightwing

    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.

    Aghash

    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.

    Ulkreth (x5)

    Spoiler:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Undead Henchmen

    Beheaded

    Spoiler:
    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.

    Crawling Hands (x6)

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

    After Siege Deck empties the first time

    Koth'Vaul

    Spoiler:
    Koth'Vaul
    FF Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 24

    Koth’Vaul may not be evaded and is immune to the Electricity and Poison traits.
    Before the encounter, succeed at a Wisdom 12 check or a random character at your location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
    If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

    Heqet

    Spoiler:
    Heqet
    MM Henchman 4
    Type: Monster
    Traits: Trigger Undead Cultist Cleric
    To Defeat: Combat 18 OR Divine 13

    When you examine this card, encounter it; the difficulty to defeat is increased by 5.
    Heqet is immune to the Mental and Poison traits.
    After you act, if the result of the check to defeat is greater than 24, summon and encounter the henchman Natron Zombie.
    If defeated, you may 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 Anubis (Blessing 4)

    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.

    Kafar (Ally 0)

    Spoiler:
    Kafar
    MM Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

    Portable Sarcophagus (Item P4)

    Spoiler:
    Portable Sarcophagus
    MM Armor P
    Traits: Light Armor Magic
    To Acquire: Constitution ortitude 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.

    Item 4
    Ally 0
    Blessing 4

    Random Monsters:

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

    Monster 2

    Spoiler:
    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.

    Monster 3

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

    Monster 4

    Spoiler:
    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.

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

    Barrier 2

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

    Barrier 3

    Spoiler:
    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.

    Barrier 4

    Spoiler:
    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.

    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:
    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 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:
    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:
    Staff of Dark Flame
    MM Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

    Weapon 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:
    Locate Object
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2

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

    Random Armor:

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

    Armor 2

    Spoiler:
    Shield 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 3

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

    Armor 4

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

    Armor 5

    Spoiler:
    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.

    Random Items:

    Item 1
    Spoiler:
    Glyphbane Gloves
    MM Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2

    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 3

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

    Item 4

    Spoiler:
    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.

    Item 5

    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.

    Random Allies:

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

    Ally 2

    Spoiler:
    Mahga Threefingers
    MM Ally B
    Traits: Half-Orc Ranger
    To Acquire: Charisma Diplomacy 8
    On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    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 5

    Spoiler:
    Ausetitha
    MM Ally 4
    Traits: Undead Banshee Incorporeal
    To Acquire: Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

    Random Blessings:

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

    Blessing 2

    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 3

    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.

    Blessing 4

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

    Blessing 5

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

    Hour: Blessing of Maat:
    Blessing of Maat
    MM Blessing 2
    Traits: Divine Maat Healing
    To Acquire: Divine 6 OR Constitution Fortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Cards Remaining in Hourglass: 12

    Hourglass:

    Turn 19 Seoni/EmpTyger

    Spoiler:
    Concordance's Favor
    FF 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 20 Ezren/Abraham Z.

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

    Turn 21 Aric/勝20100

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

    Turn 22 Raz/eddiephlash

    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 23 Zelhara/Nathan Davis

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

    Turn 24 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 25 Seoni/EmpTyger

    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 26 Ezren/Abraham Z.

    Spoiler:
    Blessing of Pharasma
    MM Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    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 27 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 28 Raz/eddiephlash

    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 29 Zelhara/Nathan Davis

    Spoiler:
    Blessing of the Ancients
    MM Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location 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 30 Reiko/zeroth_hour

    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.

    Siege Deck
    M: 9 Ba: 10 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4

    Siege Deck Card 1:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 2:
    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.
    Siege Deck Card 3:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck Card 4:
    Ulkreth
    None Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
    Siege Deck 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.
    Siege Deck Card 6:
    Crawling Hands
    MM Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Siege Deck Card 7:
    Hungry Fog
    MM Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    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.
    Siege Deck Card 8:
    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.
    Siege Deck Card 9:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 10:
    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.
    Siege Deck 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.
    Siege Deck Card 12:
    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.
    Siege Deck Card 13:
    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.
    Siege Deck Card 14:
    Symbol of Fear
    MM Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Siege Deck Card 15:
    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.
    Siege Deck Card 16:
    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.
    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.
    Siege Deck Card 17:
    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.
    Siege Deck Card 18:
    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.
    Siege Deck Card 19:
    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.
    Siege Deck Card 20:
    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.
    Siege Deck Card 21:
    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.
    Siege Deck Card 22:
    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.
    Siege Deck Card 23:
    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.
    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.

    Ghoul Square
    At This Location (Open): When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Ghoul Square Card 1:
    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.
    Ghoul Square Card 2:
    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.
    Ghoul Square Card 3:
    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.
    Ghoul Square Card 4:
    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.

    Walled Oasis
    At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100

    Walled Oasis Card 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.
    Walled Oasis Card 2:
    Wand of Scorching Ray
    MM Item 3
    Traits: Wand Attack Fire Ranged Magic Arcane
    To Acquire: Intelligence Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Walled Oasis Card 3:
    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.
    Walled Oasis Card 4:
    Shock Glaive +1
    MM Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    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.
    Scorched Obelisk Card 3:
    Flask Thrower
    MM Weapon 2
    Traits: Sling Ranged Bludgeoning Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Raz/eddiephlash, Seoni/EmpTyger, Zelhara/Nathan Davis

    Scorched Ruins Card 1:
    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.
    Scorched Ruins Card 2:
    Icy Longspear +1
    MM Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Scorched Ruins Card 3:
    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 Card 4:
    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.

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

    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Returning Throwing Axe +1
    MM Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.

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

    Lightning Storm (Displayed):
    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.
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Frost Staff
    MM Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

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

    Ruined Temple Card 1:
    Sandstorm Dust
    MM Item 4
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Ruined Temple Card 2:
    Commune
    MM Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
    Ruined Temple Card 3:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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.


    deck handler

    "Out of Turn Updates: None
    Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
    Turn: 18 - Maat [/ooc]
    SOT: None
    Give Card: None
    Move: Crypt -> Ghoul Square
    Explore: Another Ulkreth. Nice. Use Boot of Elvenkind

    Acro 12: 2d10 + 6 ⇒ (8, 9) + 6 = 23

    Use Silver Balladeer to explore. Insanity Mist. Blech.

    EOT: End Turn and Reset hand. Discard DCS during reset.

    "

    Reiko wrote:

    Hand: Golden Serpent Armband (traded), Khamsin Coat (traded), Defending Sansetsukon +1, Old Salt, Boots of Elvenkind,

    Displayed:
    Deck: 11 Discard: 4 Buried: 1
    Hero Points: 4
    Mat Reroll: unused
    NOTES:
    Available Support: No blessings sorry. If you have a Curse I have a Balladeer available.
    Other: I'm Reiko (not very talkative)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster A, Blessing of Abadar, Swipe, Blessing of the Quartermaster B, Shozoku of the Night Wind, Blessing of the Savored Sting, Splashbolt Crossbow, Materialize
    Recharged: Sun Falcon Pectoral (traded), Reveler, Kusarigama,
    Discard Pile: Blessing of Anubis*, Blessing of the Elements (traded), Silver Balladeer, Double Chicken Saber +1,
    Buried Pile: Sacred Candle#Core,

    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: Siege 1
    Examined: None
    Random Card(s) Used: None
    Displayed: Siege 2, at Ghoul Square
    Other Player(s) Resources Used: None
    Actions needed by other Player(s): None"


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 19: Concordance's Favor
    Drawing Random Acid Blessing 1: of Isis

    Blessing of Isis:
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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.

    Giving Coordinated Blast to Ezren
    The energy resonating between the mages exploded in concordance.

    Exploring Siege Deck 3: Ulkreth

    Ulkreth:
    Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Revealing Neferekhu, revealing Binder's Tome. Ezren displays Elemental Skin for Acid
    Combat 16: 1d4 + 1d8 + 1d4 + 1d6 + 5 ⇒ (2) + (3) + (3) + (3) + 5 = 16
    Ulkreth is banished

    And amid the mindscape, Neferekhu came alive. Roused by the ulkreths, the mummy took her true form, shimmering in acidic sheen. "BEGONE DEMONSPAWN. I KNOW WHAT YOU TRULY ARE."

    Discarding Blessing of Pharasma to explore Siege Deck 4: Ulkreth

    Ulkreth:
    Henchman 4
    Type: Monster
    Traits: Demon Outsider
    To Defeat: Combat 16 OR Acrobatics 12
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.

    Revealing Neferekhu, revealing Binder's Tome, using Acid Elemental Skin
    Combat 16: 1d4 + 1d8 + 1d4 + 1d6 + 5 ⇒ (2) + (6) + (4) + (1) + 5 = 18
    Ulkreth is banished

    The demons melted before Neferekhu's blows. "MY WRATH IS ETERNAL. I KNOW ALL. YOUR DOOM IS ETERNAL. I RULE ALL."

    Discarding Blessing of Abadar to explore Siege Deck 5: Elemental Arachnid

    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.

    Acid Elemental Skin prevents 1 Acid damage. Revealing Steel Ibis Lamellar to prevent 1 Cold damage
    A web of elemental energy sparked around them, and Seoni genuinely didn't know whether she could absorb it all....

    (Pausing to check a rules question.)


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Resuming turn)
    Revealing Steel Ibis Lamellar to prevent 1 Electricity damage. Revealing Steel Ibis Lamellar to prevent 1 Fire damage.
    Discarding Binder's Tome as an Attack Force Magic spell, using Create Mindscape x2
    Combat 17: 1d12 + 6 + 1d6 + 1 + 2d4 ⇒ (10) + 6 + (3) + 1 + (3, 4) = 27
    Elemental Arachnid is banished

    ...but Seoni's armor held back the sparking web. The sorcerer unleashed a powerful volley of magic missiles, shattering the web and destroying the arachnid that was at the center of the elemental convergence.

    Discarding Blessing of Isis to explore Siege Deck 6: Crawling Hands

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

    Discarding Steel Ibis Lamellar as an Attack Force Magic spell, using Create Mindscape x2
    Combat 13 (17): 1d12 + 6 + 1d6 + 1 + 2d4 ⇒ (3) + 6 + (2) + 1 + (3, 2) = 17
    Crawling Hands are banished

    And without missing a beat, the sorcerer pivoted, directing her attacks against the remnants of the crawling undead. The last few hands were picked off with pinpoint precision.

    Discarding Cleric of Nethys to examine Siege Deck 7: Hungry Fog, Siege Deck 8: Hepsushep, and then explore Siege Deck 7: Hungry Fog

    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.

    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.

    Revealing Neferekhu, using Create Mindscape x2
    WIS 10 (16): 3d6 + 2d4 ⇒ (4, 2, 4) + (4, 3) = 17
    Using Concordance's Favor
    WIS 10 (16): 17 - 1d6 ⇒ 17 - (3) = 14
    Banishing Raz's Curse of Daybane
    Neferekhu: Using Create Mindscape x2
    Diplomacy 8: 1d12 + 5 + 2d4 ⇒ (1) + 5 + (1, 3) = 10
    Hungry Fog is banished

    Neferekhu's glistening aura had expanded into a heavy fog that covered the ruins. Eltin spotted a figure within who seemed neither demon nor undead. "She could be a friend or a foe," proclaimed the Nethysian cleric.
    Neferekhu inhaled the cloudy auras back in. "I CONSUME ALL! I SEE ALL!" The fog receded so much that natural light shone down on the ruins once more, and Raz perked up noticeably. "Sorcery brings everything into concordance," declared Seoni triumphantly.

    Ending turn. Ezren banishes Elemental Skin to recovery
    Resetting hand

    Seoni wrote:

    Hand: Surgeon (recharge to heal 1 local card), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Headband of Alluring Charisma, Gem of Mental Acuity, Game of Afterlife (banish to recovery to banish displayed curse),

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
    Deck: 3 Discard: 10 Buried: 0
    Notes: Create Mindscape is displayed at Scorched Ruins. Seoni will avenge Baited Jewel Box if she can.
    Ask before using: Blessing of Qi Zhong; Surgeon
    Can use without asking: Neferekhu; Game of Afterlife

    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: 5

    Summary:
    Siege Deck 3-7 are banished.
    Siege Deck 8 is known (Hepsushep).
    Random Blessing 1 (of Isis) is acquired.
    Ezren receives Coordinated Blast.
    Ezren casts Elemental Skin.
    Raz banishes Curse of Daybane.


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

    Off turn: Receive Coordinated Blast from Seoni. Display Elemental Skin, then use Ezren power to examine top of own deck - Marionette - draw it.

    Recharge Elemental Skin? Arcane 14, Mindscape x2, Spellbook: 1d12 + 6 + 3d4 ⇒ (11) + 6 + (2, 4, 4) = 27

    It is the hour of Isis

    Give card: Coordinated Blast to Seoni

    Location Power: 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.

    Display Magical Mansion at Scorched Ruins then use Ezren power to examine top of own deck - Ice and Fire - draw it.

    Free explore:

    Siege Deck Card 8 is 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.

    Diplomacy 8, mindscape x2: 1d8 + 2 + 2d4 ⇒ (3) + 2 + (3, 3) = 11 banished

    Hepsushep power: examine top 3 cards, choosing siege deck instead of location: Corridor Dart Trap, Ambush, Elder Ice Elemental (no triggers) - reorder as Ambush, Elder Ice Elemental, Corridor Dart Trap.

    Discard Acadamae Student to explore

    Siege Deck Card 10 is 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.

    Wis 9+4=13, mindscape x2, Neferekhu: 3d6 + 2d4 ⇒ (5, 3, 2) + (1, 2) = 13 banished

    Ambush power: explore again

    Siege Deck Card 11 is 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.

    BYA Con 8: 1d6 ⇒ 6 Can only play 1 card but I don't think Mindscape counts against this since it auto-adds its bonus
    Send Eruption to Recovery
    Combat 16, mindscape x2: 1d12 + 6 + 4d6 + 2d4 ⇒ (8) + 6 + (6, 1, 2, 2) + (2, 1) = 28
    Electricity trait, so reroll in hopes of getting under the scourge threshold
    Combat 16, mindscape x2: 1d12 + 6 + 4d6 + 2d4 ⇒ (8) + 6 + (3, 5, 1, 2) + (2, 3) = 30
    scourge: 1d8 ⇒ 4
    Ezren displays Curse of Daybane

    Ezren power: after playing Arcane spell, examine top of own deck - Chain Lightning - draw it.

    End turn

    Recovery Phase:
    Recharge Eruption? Arcane 13, mindscape x2, spellbook: 1d12 + 6 + 3d4 ⇒ (10) + 6 + (2, 1, 1) = 20

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

    Turn Summary:
    * Gave Coordinated Blast back to Seoni
    * Magical Mansion is displayed for healing at Scorched Ruins until the start of Ezren's next turn
    * Siege deck 8, 10, and 11 are all gone
    * Siege deck 9 is on top and is known (Corridor Dart Trap)

    "

    Ezren wrote:

    Hand: Marionette, Fire Snake, Mirror Image, Ice and Fire, Volcanic Storm (Core), Death's Touch (Core), Chain Lightning (Core), Akhentepi's Armor, Ring of Protection (Core), Spellbook,

    Displayed: Create Mindscape, Magical Mansion, Curse of Daybane,
    Deck: 5 Discard: 3 Buried: 0
    Current Location: Scorched Ruins
    Hero Points: 3
    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 is displayed at Scorched Ruins

    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

    Magical Mansion: if displayed at a location, local characters can skip their first exporation to heal 1d4+1

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Arcane Robes, Portable Sarcophagus, Bound Imp, Elemental Skin, Eruption,
    Discard Pile: Unwrapped Harmony, Acadamae Scholar, Acadamae Student,
    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

    Aric’s turn

    Hourglass: Blessing of the Elements

    Change to Red Raven

    Move to Scorched Ruins

    Instead of first exploration, use Magic Mansion to heal.
    1d4 + 1 ⇒ (3) + 1 = 4
    Dandy Brute, Blessing of Bastet, Shadowless Sword 2, Kafar

    Discard Sorrowsoul to explore, encountering examined Siege deck 9

    Corridor Dart Trap:

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

    Use Perception, two mindscapes adding a d4
    Perception 6+##=14: 1d8 + 4 + 2d4 ⇒ (5) + 4 + (2, 2) = 13
    Sorrowsoul adds 1 to each die that rolled a 1 or a 2, so adds 2 for a 15.
    Barrier is defeated.

    Discard Wayfinder to examine siege deck card 12

    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.

    Trigger:
    Stealth 7: 1d10 + 5 ⇒ (3) + 5 = 8
    Hoping for a low poison damage so no shuffling of the location.
    Before acting poison damage: 1d4 ⇒ 1
    Discard Bloodbound Hat to damage.
    Reveal Adamantine Sai +2 to use Melee with finesse+d4+2, recharge Blessing of the Midnight Lord to bless the finesse check twice.
    Combat 17: 3d10 + 6 + 1d4 + 2 ⇒ (2, 5, 6) + 6 + (1) + 2 = 22
    Defeated, so banished.

    Discard Blessing of Asmodeus to explore.

    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.

    Reveal Adamantine Sai +2, using melee with finesse +4+2 and ignoring increasing the difficulty
    Combat 6: 1d10 + 6 + 1d4 + 2 ⇒ (9) + 6 + (2) + 2 = 19
    Defeated by more than 4 so banished.

    End of turn:
    - use power to examine:

    Symbol of Fear:

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

    Trigger: Choose to fail the check, encountering the card.
    Switch to Aric, exchange Blessing of Maat for kit Hand of the Honest Man.
    Draw 5 cards

    Aric at Scorched Ruins wrote:

    Aric Hand Size 7: Adamantine Sai +2 (Weapon), Hand of the Honest Man (Loot Item), Dandy Brute (Ally), Slip (Ally), Sawtooth Sabre +2 (Weapon), Shadowless Sword 2 (Weapon), Vreva Jhafae (Ally)

    Displayed: Symbol of Fear
    Deck: 4 Discard: 9 Buried: 1
    Notes: You can use my cards if needed (including the blessings)

    Used reroll in 4-4E
    Kit: Blessing of Maat (Blessing), Shy Ratani (Ally), Eando Kline (Ally)

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

    Siege deck 9, 12, 13 are banished, 14 is displayed next to Aric

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