[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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Female Gnome Combat Paladin, Tier 5, Deck Handler

Seoni's turn, remove my Daybane curse.

Start turn at Scorched Ruins. Hour is Elements. Siege deck cards 1-14 are dealt with. Explore card 15: Baited Jewel Box. Discard top of deck: Camel, so recharge. Seoni casts Coordinated Blast.
Disable 6 + # =10: 1d4 + 1d6 + 1 + 1d12 + 6 ⇒ (3) + (3) + 1 + (10) + 6 = 23 Success!
Draw rando item: Glyphbane Gloves.

Recharge Shizuru (hour has Strength as cta) to explore card 16: Toxic Geyser. Two Create Mindscapes. Discard top of deck: Tripartite Spear +2.
Wis 5 +## = 13: 1d6 + 1 + 2d6 + 1d6 + 1 ⇒ (5) + 1 + (5, 1) + (4) + 1 = 17 Success! No overkill. Remove Ezren's Curse of Daybane

Discard Gozreh to explore card 17: Royal Naga.
Rando attack (Lance, Earthbreaker): 1d2 ⇒ 2
Reveal Earthbreaker. Reveal Ebon Thorn.
Combat 16: 1d8 + 5 + 2d6 + 1 + 2 ⇒ (5) + 5 + (3, 4) + 1 + 2 = 20 Success!
Rando attack (Lance, Earthbreaker): 1d2 ⇒ 1
Reveal Earthbreaker. Reveal Ebon Thorn.
Combat 16: 1d8 + 5 + 1d8 + 2 + 2 ⇒ (5) + 5 + (7) + 2 + 2 = 21 Success, defeated!

Discard Hatchetbird to move to Walled Oasis, then explore card 18: Girtablilu Ranger.
Poison damage: 1d4 ⇒ 2 Discard gloves and armor
Combat, reveal Frost Lance. Hatchetbird adds d6. Discard top of deck: Retriever, recharged.
Combat 17: 1d8 + 5 + 1d8 + 2 + 1d6 + 1d6 + 1 ⇒ (7) + 5 + (3) + 2 + (1) + (4) + 1 = 23 Defeated!

End turn, reset hand drawing 4.

Raz wrote:

Hand: Frost Lance +2, Dwarven Earthbreaker +1, Mighty Steed, Mountain Dog, Warhorse 2, Mass Cure,

Displayed: Curse of the Ravenous,
Deck: 6 Discard: 8 Buried: 2
Hero Points: 3
Shirt reroll: used
NOTES:
Available Support: Use any/all. Charge ability costs a discard of a mount to move to your location, and take your combat, currently 3d8 + 9 with only reveals. Also have Mass Cure which will be used to heal the most hurt of us.
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] [] []

Cards 1-18 are dealt with


Female Gnome Combat Paladin, Tier 5, Deck Handler

Oops forgot Ravenous: 1d4 ⇒ 4: Items. There go my Glyphbane Gloves.


Female Human Sorcerer/Tattooed Mystic Deck Handler

(During Raz’s turn)
Recovery: Revealing Headband of Alluring Charisma, using Create Mindscape x2
Arcane 12: 1d12 + 6 + 1 + 2d4 ⇒ (10) + 6 + 1 + (1, 4) = 22
Coordinated Blast is recharged

As Raz charged into the ruins, the growing sphere of charged magic finally burst.

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: 4 Discard: 10 Buried: 0
Notes: Create Mindscape is displayed at Scorched Ruins.
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


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

Retcon on behalf of Raz. Burying Ebon Armor to reduce Poison damage to 0

Hour of the Ancients

Free explore and encounter card 19 Steel Scorpion
Discard Blessing of the Pallid Princess

Dexterity 10: 1d8 + 2d8 ⇒ (2) + (1, 4) = 7
Product reroll
Dexterity 10: 1d8 + 6 ⇒ (8) + 6 = 14 Banished!

Discard Druid of the Hive to explore and encounter card 20 Dance of the Dead

Dexterity 10: 1d8 ⇒ 3
Discard Blessing of the Favored Sting
Dexterity 10: 1d8 + 2d8 ⇒ (1) + (6, 7) = 14 Display Dance of the Dead!

Bury Druid of the Hive to heal Blessing of the Pallid Princess and Blessing of the Savored Sting


On reset, discard Calistrian Kiss

Sometimes life requires you branch out from Zon-Kuthon. And when faced with cursed dances and steel scorpions, reaching out to Calistria and Urgathoa allows you to avoid or destroy the forces in front of you.

Zelhara wrote:

Hand: Swipe, Armored Halo, Hangman's Noose, Blessing of the Savored Sting, Blessing of the Pallid Princess, Steel Ibis Lamellar,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Notes: Blessings and Swipe 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 now starts at 21 (19-20 banished). 3 cards left!
Dance of the Dead displayed


deck handler

"Out of Turn Updates: None
Turn Order: Seoni, Ezren, Aric, Raz, Mavaro Zelhara, Reiko
Turn: 24 - Wadjet [/ooc]
SOT: None
Give Card: None
Move: None (should still be at Ghoul Square)
Explore: Bonestorm. SSK + Elvenkind

Combat 17/21: 2d10 + 1d6 + 7 ⇒ (2, 7) + (2) + 7 = 18

Assume the Bonestorm shuffles back into siege deck even though both location could trigger. Discard Old Salt to explore.

siege: 1d3 ⇒ 3 Siege 23 Thunder Lizard

Elec damage: 1d4 ⇒ 2 Recharge Khamsin Coat to prevent.

Combat 13: 2d10 + 1d6 + 7 ⇒ (7, 10) + (5) + 7 = 29 Curse doesn't matter much; won't be likely getting another turn anyway.

Curse: 1d8 ⇒ 4 Daybane

EOT: End Turn and Reset hand

"

Reiko wrote:

Hand: Golden Serpent Armband (traded), Shozoku of the Night Wind, Defending Sansetsukon +1, Blessing of the Quartermaster B, Boots of Elvenkind,

Displayed: Curse of Daybane,
Deck: 10 Discard: 5 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 Abadar, Swipe, Materialize, Blessing of the Quartermaster A, Splashbolt Crossbow, Blessing of the Savored Sting
Recharged: Sun Falcon Pectoral (traded), Reveler, Kusarigama, Khamsin Coat (traded),
Discard Pile: Blessing of Anubis*, Blessing of the Elements (traded), Silver Balladeer, Double Chicken Saber +1, Old Salt,
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 23, maybe Siege 21? Need clarification
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 25: Pharasma o'clock
Exploring Magical Mansion
Magical Mansion: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of Abadar, Cleric of Nethys, Blessing of Maat, Binder's Tome, Disable Mechanism are healed

Ezren had infused the mindscape with such restorative energy that the ruins regained their former structure.

Revealing and discarding Blessing of Qi Zhong to heal Blessing of Pharasma and explore Siege Deck 22: Bonecrusher Hunter

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.

Discarding Gem of Mental Acuity as an Attack Force Magic spell, revealing Headband of Alluring Charisma, using Create Mindscape x2
Combat 9+4=13: 1d12 + 6 + 1d6 + 1 + 1 + 2d4 ⇒ (4) + 6 + (3) + 1 + 1 + (2, 3) = 20
Bonecrusher Hunter is banished
Koth'Vaul and Heqet are shuffled into Siege Deck.

Refreshed, Seoni rolled back out and blasted a gnoll hunter, leaving the battlefield empty except for the two enemy commanders.

Shuffled Siege Deck (1=Koth'Vaul, 2=Heqet): 1d2 ⇒ 2
Discarding Surgeon to explore Siege Deck: Heqet

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.

Discarding Neferekhu as an Attack Force Magic spell, revealing Headband of Alluring Charisma, using Create Mindscape x2
Combat 18 (25): 1d12 + 6 + 1d6 + 1 + 1 + 2d4 ⇒ (7) + 6 + (3) + 1 + 1 + (4, 1) = 23
Heqet is banished
Random open location: 1d7 ⇒ 5
Dance of the Dead: Shuffling Random Item 1 into Crypt

Still healthy, Seoni challenged their opponents. "Let's dance." First she struck the undead commander with magic missiles, flinging her corpse back into the crypt.

Using Dance of the Dead to explore Siege Deck: Koth'Vaul

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.

Using Create Mindscape x2
WIS 12: 1d6 + 2d4 ⇒ (6) + (2, 3) = 11
No Attack spells or weapons in hand
Discarding Headband of Alluring Charisma as an Attack Force Magic spell, using Create Mindscape x2. Reiko discards Blessing of the Quartermaster
Combat 24: 2d12 + 6 + 1d6 + 1 + 2d4 ⇒ (7, 1) + 6 + (5) + 1 + (2, 4) = 26
Koth'Vaul is banished. Drawing Life Drain, Wall of Fire

The demon commander attempted a different tactic. "You and I are the two most powerful forces here. Imagine how powerful we could be if we worked together. Wouldn't you like more power?" Seoni paused, an amused smile on her face. "Oh, certainly."
Koth'Vaul smiled. "Very will. I will let you live. You will let me live. We join our power..." He gestured to the rest of the party. "And everyone else here perishes!"
Nothing happened.
Seoni could only giggle. "Oh, you silly, silly demon. Sorcery is not something to be apportioned out like a quartermaster's pay. Yes, I will take your power. But you can't take control of my sorcery- my tattoos bind my magic to my will!" And she demonstrated her will with a final strike of magic missiles.

We win!


Development

Most of the undead and fiends lie destroyed, and Koth’Vaul vanished just as you cornered him between a hard wall and a pack of ghouls. With your remaining foes scattered, you set off for the maftets’ temporary camp. There, the worst of Ashasar’s conditions have faded thanks to Erayu’s ministrations. Even so, the geniekin admits that the Mana Wastes is a far more extraordinary and difficult challenge than he was ready to admit.

You aren’t too eager to stick around, either. After all, it’s only a matter of time before another storm hits, and every day you carry the Atramentous Eye increases the chance it begins feeding again.

If there’s anyone who can suppress its magic and keep it safe, it’s Zarta Dralneen of the Pathfinder Society’s Dark Archive. It’s time to return to Absalom.

There are bargains to be made and promises to be kept.

Reward

Each character gains 1 XP and a Hero Point.

The party gets all boons remaining in location decks.

For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the weapon Mace of Ruin and 1 character may temporarily replace 1 item in her deck with the item Necklace of Fireballs. At the end of each scenario, return these cards to the game box.

Each player unlocks the ability to play all characters that have the Ranger trait using the Hunter Character Deck.

For the rest of the Adventure Path, your trade cost for Efni Raan and Naheeba is reduced by 1 card (to a minimum of 1).

Acquired Cards

Blessing of Anubis (Blessing 4)
Glyphbane Gloves (Item 2)
Kafar (Ally 0)
Portable Sarcophagus (Item P4)
Sunrod (Item 4)
Silken Ceremonial Armor (Armor 4)
Falcon Crown (Armor 4)
Disrupting Rapier +1 (Weapon 3)
Wand of Scorching Ray (Item 3)
Chain Lightning (Spell 3)
Shock Glaive +1 (Weapon 1)
Blessing of the Elements (Blessing 0) x2
Flask Thrower (Item 2)
Icy Longspear +1 (Weapon 0)
Canopic Wrap (Armor 2)
Hide Armor of Fire Resistance (Armor 2)
Bloodroot Poison (Item 3)
Blessing of Ra (Blessing 0)
Returning Throwing Axe +1 (Weapon 1)
Advocate's Armor (Armor 3)
Shield Cloak (Armor 1)
Dagger of Doubling (Weapon 3)
Blessing of Pharasma (Blessing 0)
Frost Staff (Item 0)
Commune (Spell 1)
Clawhand Shield (Armor 3)
Blessing of Bastet (Blessing 0)

Weapon 3311
Spell 31
Armor 443321
Item 4433220
Ally 0
Blessing 400000


The Pactmaster's Bargain

The last few weeks have been a blur. After wilting in the hot streets of Katapesh, you’re relieved to at last reach the Winding Road, an inn outside the city, also secretly a Pathfinder lodge. As you descend into the basement, you overhear Venture-Captain Roderus through an open door.
Just inside is a Pactmaster, one of the mysterious masked plutocrats that rule Katapesh. This must be important!

“I’m sorry, Pactmaster Krimiltuk,” admits Roderus, “but I don’t know of any Pathfinder agent named Panven Wikar. Desna knows that there’s been plenty of stolen wayfinders, and this honestly sounds like someone setting us up. Perhaps you are wasting your time.” Recognizing the name Panven Wikar, you step into the venture-captain’s view and flash the Pathfinder hand signals for “important” and “continue task.”

He raises an eyebrow but continues speaking. “On the other hand, Pactmaster, perhaps it would be useful to know who exactly is framing us. What exactly are those damages that he caused?”

A low, buzzing voice issues forth. “I’ve itemized the total known damages here,” the Pactmaster says as a piece of parchment flies out from inside one of its sleeves and lands on the table.

Roderus glances briefly at the parchment before staring back at
Krimiltuk. “We are both aware that you did not come here expecting us to pay that amount.”

Krimiltuk bows its head slightly. “Entirely. The culprit is in our custody, as is the amulet with which he caused such havoc. Your recovering a different creature and different relic is a fair trade to overlook this incident, and Wikar shall be yours to discipline as you like. Is this agreeable?” Roderus glances at you for affirmation, then nods to Krimiltuk.

“That locket broke our control over one of our aluum constructs. Recover that aluum in working condition. I’m acquainted with your organization’s reputation, so I must emphasize that the aluum only has value if it returns in one piece. Second, in the desert south of here lie three small pyramids known as the Three Stars. We believe a fourth exists nearby, and within that fourth pyramid exists something that should grant us access to the other three structures.”

Roderus quizzically asks, “You would have us go to a mythical location and acquire a mythical item?”

Krimiltuk replies, “We believe that it is not as mythical as it seems. We would provide enough information to you before your team headed out.”

Roderus thinks before answering. “Well, if the choice is between paying a large sum we don’t have or exploring, that choice is easy. We’ll take that deal.”

With a nod, Krimiltuk teleports away, and the parchment on the table incinerates itself. There is an awkward silence.

Roderus turns toward you. “Welcome to the Winding Road, Pathfinders. Mind explaining how exactly we got here?”


4-5A: Zarta's Assessment

You explain your recent adventures to Venture-Captain Roderus, including your voyage to the Mana Wastes to recover the Atramentous Eye, a life-draining orb in possession of a riddling sphinx.

“Given its dangerous nature,” you begin, “we traveled to Absalom to meet with Zarta Dralneen, head of the Pathfinder Society’s Dark Archive.

“‘What delights have you brought back today?’ Zarta asked us as she pored over the items we retrieved. She cast a spell and her eyes flashed a bright blue. ‘Well, has someone been playing in the Mana Wastes? These items’ auras are patchy, and their power is inconsistent. The Atramentous Eye is a dangerous exception, but there’s also this one...’ Zarta frowned as she pulled a monocle from the pile. ‘I’ve seen this lens before. It can identify areas of primal magic in the Mana Wastes. But this used to be in our archives, and I don’t remember anyone checking this out. If you have a moment, let’s inspect the stacks nearby to make sure that nothing else is missing.’

“Zarta led us down deeper into the vaults beneath the Grand Lodge until she stopped at a door that looked no different than the other fifty we passed walking down here. ‘Be careful when you go in,’ she said. ‘The items here are quite dangerous, and someone stealing from here without properly managing the wards can trigger a chain reaction that impacts the other objects. After all, we wouldn’t want anything to happen to your adorable faces.’

“Zarta’s prediction was too accurate, and too late. Inside, the remains of boxes were scattered on the ground as hundreds of items buzzed all around the series of rooms. Zarta cast some protective spells on us while saying, ‘I hope you came prepared for danger.’ With that, she rolled up her sleeves and walked in.”


During This Adventure: The scourge die is 1d8+1.
When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

During This Scenario: After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen (proxy with the villain Imanish) next to the scenario.
When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
To win, close all but 1 location.

Additional Rules:

Paracountess Zarta Dralneen:
Paracountess Zarta Dralneen
Cohort
Traits: Aristocrat Bard Human
While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

Scenario Level (#): 5

Turn: 0, Seoni/EmpTyger

Scourge Table:

1-2. 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
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

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

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.

Spoiler:
Giant Mummified Crocodile
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 21
The Giant Mummified Crocodile is immune to the Mental and Poison traits.
If the check to defeat has the Cold or Electricity trait, add 1d8.
If undefeated, bury your discard pile and shuffle this card into a random open location deck.

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.

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

Barriers
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.

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.

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.

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.

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

Weapons
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.

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.

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.

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.

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.

Spells
Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
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 15 check to recharge this card instead of discarding it.

Spoiler:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

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.

Armors
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.

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.

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.

Spoiler:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

Items
Spoiler:
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.

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.

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.

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.

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

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


Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.

Spoiler:
Freed Soul
MM
Ally 5
Traits:
Undead
Incorporeal
Ghost
To Acquire:
Charisma
Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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.

Blessings
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.

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.

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

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.

Spoiler:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 1 Ezren/AbrahamZ
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.
Hourglass Card 2 Aric/20100:
Spoiler:
Hourglass Card 2 Aric/20100
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.
Hourglass Card 3 Raz/eddiephlash:
Spoiler:
Hourglass Card 3 Raz/eddiephlash
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.
Hourglass Card 4 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 4 Mavaro/NathanDavis
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.
Hourglass Card 5 Reiko/zeroth_hour:
Spoiler:
Hourglass Card 5 Reiko/zeroth_hour
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.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
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.
Hourglass Card 7 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 7 Ezren/AbrahamZ
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.
Hourglass Card 8 Aric/20100:
Spoiler:
Hourglass Card 8 Aric/20100
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.
Hourglass Card 9 Raz/eddiephlash:
Spoiler:
Hourglass Card 9 Raz/eddiephlash
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 10 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 10 Mavaro/NathanDavis
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.
Hourglass Card 11 Reiko/zeroth_hour:
Spoiler:
Hourglass Card 11 Reiko/zeroth_hour
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.
Hourglass Card 12 Seoni/EmpTyger:
Spoiler:
Hourglass Card 12 Seoni/EmpTyger
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.
Hourglass Card 13 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 13 Ezren/AbrahamZ
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.
Hourglass Card 14 Aric/20100:
Spoiler:
Hourglass Card 14 Aric/20100
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.
Hourglass Card 15 Raz/eddiephlash:
Spoiler:
Hourglass Card 15 Raz/eddiephlash
Blessing of Ra
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 16 Mavaro/NathanDavis
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.
Hourglass Card 17 Reiko/zeroth_hour:
Spoiler:
Hourglass Card 17 Reiko/zeroth_hour
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.
Hourglass Card 18 Seoni/EmpTyger:
Spoiler:
Hourglass Card 18 Seoni/EmpTyger
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.
Hourglass Card 19 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 19 Ezren/AbrahamZ
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.
Hourglass Card 20 Aric/20100:
Spoiler:
Hourglass Card 20 Aric/20100
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.
Hourglass Card 21 Raz/eddiephlash:
Spoiler:
Hourglass Card 21 Raz/eddiephlash
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.
Hourglass Card 22 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 22 Mavaro/NathanDavis
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 23 Reiko/zeroth_hour:
Spoiler:
Hourglass Card 23 Reiko/zeroth_hour
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.
Hourglass Card 24 Seoni/EmpTyger:
Spoiler:
Hourglass Card 24 Seoni/EmpTyger
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.
Hourglass Card 25 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 25 Ezren/AbrahamZ
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.
Hourglass Card 26 Aric/20100:
Spoiler:
Hourglass Card 26 Aric/20100
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.
Hourglass Card 27 Raz/eddiephlash:
Spoiler:
Hourglass Card 27 Raz/eddiephlash
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.
Hourglass Card 28 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 28 Mavaro/NathanDavis
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 29 Reiko/zeroth_hour:
Spoiler:
Hourglass Card 29 Reiko/zeroth_hour
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.
Hourglass Card 30 Seoni/EmpTyger:
Spoiler:
Hourglass Card 30 Seoni/EmpTyger
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.

Location #1: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Location #3: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Location #7: Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None

Location #8: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Location #9: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 2 ?: 0
Located/Displayed Here: None


Female Gnome Combat Paladin, Tier 5, Deck Handler

Start at Guardian Vault. No loot cards. Trade Tripartite Spear +2 for Camel at Sunburst.

Raz wrote:

Hand: Camel, Mountain Pattern Armor, Four-Mirror Armor, Warhorse 1, Blessing of the Lord in Iron, Blessing of Shizuru,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4
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] [] []


Note: Altar of Riddles does not exist in this scenario; I originally built it for 6 players but forgot we are now down to 5.

Traders

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

Hearth Elemental:
Hearth Elemental
MM Ally 4
Traits: Elemental Fire
To Acquire: See Below
You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
Freed Soul:
Freed Soul
MM Ally 5
Traits: Undead Incorporeal Ghost
To Acquire: Charisma Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

Falsin Deek
Offers: Items
Trade Cost: 1 boon (2 without 4-2B reward)
Visiting: Seoni

Sandstorm Dust:
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.
Ring of Stony Flesh:
Ring of Stony Flesh
MM Item 5
Traits: Accessory Magic
To Acquire: Strength Melee 10 OR Constitution Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

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

Ice Storm:
Ice Storm
MM Spell 4
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Icy Prison:
Icy Prison
MM Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Udjebet
Offers: Magic Items
Trade Cost: 2 boons (3 without 4-3E reward)
Visiting: Mavaro

Evocation Staff:
Evocation Staff
MM Item 5
Traits: Staff Attack Magic Arcane
To Acquire: Intelligence Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
Chest of Keeping:
Chest of Keeping
MM Item 5
Traits: Object Magic
To Acquire: Intelligence Craft Knowledge Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.


Male Human Vigilante Deck Handler

Not taking one of the trader’s ware.
Not taking Hand of the Honest Man for this scenario.
Loot Maftet Hunter instead of Dreamstalker.
Start at Guardian Vault.
Drawing hand and setting up kit.

Aric at Guardian Vaut wrote:

Aric Hand Size 7: Wayfinder (Item), Blessing of Bastet (Blessing), Eando Kline (Ally), Maftet Hunter (Ally), Elyana (Ally), Quick-change Mask (Item), Adamantine Sai +2 (Weapon)

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

Unused reroll in 4-5A
Kit: Blessing of Maat (Blessing), Slip (Ally), Candle of Comity (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. If it is an ally that has Diplomacy in its check to acquire, draw it.)
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.

On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
Favored Card: None


Female Human Sorcerer/Tattooed Mystic Deck Handler

Gaining Hero Point
Upgrading Item 1 Wand of Detect Magic into Item 4 Wand of Treasure Finding
Replacing Loot Blessing of Maat with Blessing of Gozreh. Replacing Blessing of Pharasma with Loot Blessing of Maat
Replacing Gem of Mental Acuity with Loot Golden Serpent Armband
Falsin Deek: Trading Blessing 3 of Gozreh for Item 4 Sandstorm Dust
Starting at Guardian Vault

The battle was ended, the trek was over, the storm was just a fanciful swirl of dust, but best of all... "It's treasure time!" The mystic gave a happy skip as she followed Raz and Aric down into the vault.

Seoni wrote:

Hand: Blessing of Abadar (discard to bless/double bless if to defeat barrier), Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Golden Serpent Armband, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Blessing of Qi Zhong (discard to bless; recharge if WIS hour),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Abadar; Blessing of Gozreh; Blessing of Qi Zhong
Can use without asking: Blessing if would recharge; Blessing for closing/Boon 5; Disable Mechanism; Neferekhu

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1
-- Craft: Charisma +1

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

Hero points: 6


Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

Not Taking Udjebet's offerings

Sunburst Market: Key of the Second Vault Replaces Diviner's Blight
Loot: Symbol of Pain Replaces Mistform (Core)
Loot: Erayu Replaces Psychic Detective


Starting at Guardian Vault

Displaying Call Spirit and Karyukai Tea Set next to Guardian Vault

Mavaro wrote:

Hand: Blessing of Anubis, Cleric of Nethys, Wayfinder, Shadowless Sword, Quick-Change Mask, Mask of Stolen Mien,

On Top: Blessing of Sivanah
Displayed: Call Spirit, Karyukai Tea Set,
Deck: 11 Discard: 0 Buried: 0
Notes:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [X] +1 [X] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [X] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Intelligence 1d8 + 4
Charisma 1d8 + 4
Divine 1d8 + 4

Hero Points: 5
Role: Hoarder
Favored Card Type: Item
Hand Size 6 ☑7 ☐8 ☐9
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


Call Spirit at Guardian Vault: Add 1d4 to all checks or 1d to Perception

Karyukai Tea Set at Guardian Vault: add 1d8 to checks against cards that have the Poison trait and Wisdom non-combat checks against Monsters. Reduce local Poison Damage by 2 (including the damage to move here!)


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

At Agymah:

Trade Walking Stick and Channel the Gift for Icy Prison.

Loot:

Usual cards:
trade Apprentice for Unwrapped Harmony
trade Shield Cloak for Akhentepi's Armor
trade Locate Object for Elemental Skin

Start: Guardian Vault

"

Ezren wrote:

Hand: Chain Lightning (Core), Marionette, Mirror Image, Fire Snake, Arcane Robes, Unwrapped Harmony, Acadamae Student,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Guardian Vault
Hero Points: 4
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)

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): Ice and Fire, Elemental Skin, Ring of Protection (Core), Acadamae Scholar, Akhentepi's Armor, Volcanic Storm (Core), Spellbook, Create Mindscape, Death's Touch (Core), Bound Imp, Magical Mansion, Icy Prison
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]
  • "


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen (proxy with the villain Imanish) next to the scenario.
    When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
    To win, close all but 1 location

    Paracountess Zarta Dralneen
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    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
    9. Curse of Blindness

    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.

    Curse of Blindness (3 copies)

    Spoiler:
    Curse of Blindness

    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:

    (None)

    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:
    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 2

    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 3

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

    Monster 4

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

    Monster 5

    Spoiler:
    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.

    Random Barriers:

    Barrier 1
    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 2

    Spoiler:
    Tar Tomb
    MM Barrier 5
    Traits: Obstacle Magic Acid Fire
    To Defeat: Strength Dexterity 14 OR Intelligence Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Barrier 3

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

    Barrier 4

    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 5

    Spoiler:
    Insanity Mist
    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    Random Weapons:

    Weapon 1
    Spoiler:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity 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:
    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:
    Flaming Ranseur +3
    MM Weapon 5
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 5

    Spoiler:
    Shocking Scimitar +2
    MM Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Random Spells:

    Spell 1
    Spoiler:
    Find Traps
    MM Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Spite Cloud
    MM Spell 5
    Traits: Magic Arcane Attack Acid
    To Acquire: Intelligence Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 3

    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 4

    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 5

    Spoiler:
    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.

    Random Armor:

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

    Armor 2

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

    Armor 3

    Spoiler:
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Armor 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 Suit
    MM Armor 2
    Traits: Clothing Light Armor Alchemical
    To Acquire: Constitution Fortitude Intelligence Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

    Random Items:

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

    Item 2

    Spoiler:
    Kohl of Uncanny Discernment
    MM Item B
    Traits: Accessory Alchemical
    To Acquire: Intelligence Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 3

    Spoiler:
    Alchemist's Kit
    MM Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Item 4

    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 5

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

    Random Allies:

    Ally 1
    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 2

    Spoiler:
    Freed Soul
    MM Ally 5
    Traits: Undead Incorporeal Ghost
    To Acquire: Charisma Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

    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:
    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 5

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

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


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

    Blessing 3

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4

    Spoiler:
    Blessing of 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 5

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

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

    Cards Remaining in Hourglass: 29

    Hourglass:

    Turn 2 Aric/勝20100

    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.

    Turn 3 Raz/eddiephlash

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

    Turn 4 Mavaro/Nathan Davis

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

    Turn 5 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 6 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 7 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 8 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 9 Mavaro/Nathan Davis

    Spoiler:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn 10 Seoni/EmpTyger

    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 11 Ezren/Abraham Z.

    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.

    Turn 12 Aric/勝20100

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 13 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 14 Mavaro/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 15 Seoni/EmpTyger

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

    Turn 16 Ezren/Abraham Z.

    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 17 Aric/勝20100

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

    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 19 Mavaro/Nathan Davis

    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 20 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 21 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 22 Aric/勝20100

    Spoiler:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn 23 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 24 Mavaro/Nathan Davis

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

    Turn 25 Seoni/EmpTyger

    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 26 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 27 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 28 Raz/eddiephlash

    Spoiler:
    Dark Archive's Favor
    None
    Favor 5
    Traits:

    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Turn 29 Mavaro/Nathan Davis

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

    Turn 30 Seoni/EmpTyger

    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.

    Alchemical Laboratory
    At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    Alchemical Laboratory Card 2:
    Stone Skin
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
    Alchemical Laboratory Card 3:
    The Viper
    MM Ally 3
    Traits: Human Rogue Aspis
    To Acquire: Charisma Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.
    Alchemical Laboratory Card 4:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Alchemical Laboratory Card 5:
    Lightning Storm
    MM Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    Alchemical Laboratory Card 6:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Alchemical Laboratory Card 7:
    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.
    Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    Alchemical Laboratory Card 8:
    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.
    Alchemical Laboratory Card 9:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Alchemical Laboratory Card 10:
    Bottled Lightning
    MM Item 5
    Traits: Liquid Attack Electricity Ranged Alchemical
    To Acquire: Intelligence Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.

    Guardian Vault
    At This Location (Open): If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    At This Location (Closed): If you move to this location you are dealt 2 Poison damage.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100, Ezren/Abraham Z., Mavaro/Nathan Davis, Seoni/EmpTyger, Raz/eddiephlash

    Guardian Vault Card 1:
    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.
    Guardian Vault Card 2:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Guardian Vault Card 3:
    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.
    Guardian Vault Card 4:
    Mummy Golem
    MM Monster 4
    Traits: Construct Golem Mummy
    To Defeat: Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Guardian Vault Card 5:
    Fire Gecko
    MM Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.
    Guardian Vault Card 6:
    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.
    Guardian Vault Card 7:
    Ghost Battling Ring
    MM Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Guardian Vault Card 8:
    Rolling Sphere
    MM Barrier 3
    Traits: Trap Obstacle
    To Defeat: Dexterity Acrobatics 12 OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Guardian Vault Card 9:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Guardian Vault Card 10:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Sculptors Lair
    At This Location (Open): When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Sculptors Lair Card 1:
    Burglar's Bracers
    MM Item B
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 2:
    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.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 3:
    Fiendish Sphinx
    MM Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card, 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Sculptors Lair Card 4:
    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.
    Sculptors Lair Card 5:
    Speak with Dead
    MM Spell 1
    Traits: Magic Divine Undead
    To Acquire: Wisdom Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Sculptors Lair Card 6:
    Deliquescent Gloves
    MM Item 3
    Traits: Accessory Alchemical Acid
    To Acquire: Dexterity Intelligence Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 7:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 8:
    Bonestorm
    MM Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 9:
    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.
    Sculptors Lair Card 10:
    Iceblade Spelldagger
    MM Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Warehouse
    At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Warehouse Card 1:
    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.
    Warehouse Card 2:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 5:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 6:
    Geniekin
    MM Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a 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.
    Warehouse Card 7:
    Dance of the Dead
    MM Barrier P
    Traits: Trigger Curse Magic Cache
    To Defeat: Dexterity Charisma 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 8:
    Magic Carpet
    MM Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 9:
    Elder Ifreeti
    MM Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
    Warehouse Card 10:
    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.

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

    Stonework Passages Card 1:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Stonework Passages Card 2:
    Killing Box
    MM Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    The Evil Eye
    MM Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 5:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 6:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Stonework Passages Card 7:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 8:
    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.
    Stonework Passages Card 9:
    Graven Guardian of Set
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.
    Stonework Passages Card 10:
    Bonecrusher Hunter
    MM Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Vault of Hidden Wisdom
    At This Location (Open): If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    At This Location (Closed): No effect.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Vault of Hidden Wisdom Card 1:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Vault of Hidden Wisdom 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.
    Vault of Hidden Wisdom Card 3:
    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.
    Vault of Hidden Wisdom Card 4:
    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.
    Vault of Hidden Wisdom Card 5:
    Telekinetic Enucleation
    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 6:
    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.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 7:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 8:
    Venomous Heavy Crossbow +2
    MM Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 9:
    Kohl of Uncanny Discernment
    MM Item B
    Traits: Accessory Alchemical
    To Acquire: Intelligence Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Vault of Hidden Wisdom Card 10:
    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 defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Great Library of Tephu
    At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None

    Great Library of Tephu Card 1:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 2:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 3:
    Lottery Urn
    MM Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 4:
    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.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 5:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Great Library of Tephu Card 6:
    Mumia Smugglers
    MM Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 7:
    Pillar of Life
    MM Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. 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 14 check to recharge it instead.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 8:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors 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.
    Great Library of Tephu Card 9:
    Falto
    MM Ally C
    Traits: Human Rogue Hireling
    To Acquire: Charisma Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 10:
    Bonecrusher Hunter
    MM Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge an armor card from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Silver Forge Card 1:
    Kalnaka
    MM Monster 5
    Traits: Undead Mummy
    To Defeat: Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Silver Forge Card 2:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    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.
    Silver Forge Card 5:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Silver Forge Card 6:
    Basif Iosep
    MM Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Silver Forge Card 7:
    Hanshepsu
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Silver Forge Card 8:
    Smoked Glass Goggles
    MM Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Silver Forge Card 9:
    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.
    Silver Forge Card 10:
    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.


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

    It is the hour of Wadjet

    Location Power:If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.

    Free explore:

    Guardian Vault Card 1 is 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.

    Arcane 4, call spirit: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13

    Ezren Power: 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.

    Guardian Vault Card 2 is 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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.

    Int 6, call spirit: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location. Display Helpful Haversack next to the location but DO NOT attempt to close.

    Ezren Power: 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.

    Guardian Vault Card 3 is 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.

    Divine 3, call spirit: 1d4 + 1d4 ⇒ (1) + (2) = 3

    Discard Unwrapped Harmony to examine top 3 of the location - Mummy Golem, Fire Gecko, Frost Sling +1 - reorder as: Fire Gecko, Mummy, Sling - then explore

    Guardian Vault Card 5 is Fire Gecko:

    MM Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

    Zarta: recharge Acid Splash
    Wis 4, call spirit: 1d6 + 1d4 + 1d6 ⇒ (5) + (3) + (4) = 12

    Discard Acadamae Student to explore

    Guardian Vault Card 4 is Mummy Golem:

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

    Send Marionette (ignore immunities) to Recovery
    Combat 18, call spirit, student, gecko, fire: 1d12 + 6 + 1d6 + 2d6 + 1d4 + 1d4 + 1d4 + 1d8 ⇒ (6) + 6 + (3) + (3, 4) + (2) + (3) + (2) + (6) = 35

    Ezren power: after playing Arcane spell, examine top of own deck - Acadamae Scholar

    End turn

    Location Power: At the end of your turn you are moved to a random location.
    Random location: 1d8 ⇒ 3
    Ezren moves to Sculptors Lair

    Recovery Phase:
    Recharge Marionette? Arcane 11: 1d12 + 6 ⇒ (3) + 6 = 9

    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:
    * Cards 1-5 of the Guardian Vault are gone
    * Card 6 of the Guardian Vault is on top and known: Frost Sling +1

    "

    Ezren wrote:

    Hand: Chain Lightning (Core), Death's Touch (Core), Mirror Image, Fire Snake, Volcanic Storm (Core), Magical Mansion, Arcane Robes, Fire Gecko, Acadamae Scholar, Blessing of the Ancients,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Current Location: Sculptors Lair
    Hero Points: 4
    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)

    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): Ice and Fire, Akhentepi's Armor, Spellbook, Create Mindscape, Icy Prison, Elemental Skin, Bound Imp, Ring of Protection (Core)
    Recharged: Acid Splash,
    Discard Pile: Unwrapped Harmony, Acadamae Student, Marionette,
    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

    Hour: Blessing of Ra

    Change to Red Raven.

    Free explore and encounter examined Frost Sling +1
    Dexterity 6: 1d10 + 3 ⇒ (3) + 3 = 6
    Acquired. Use Ezren power to replace that by: Galvanic Kopis +2 (MM Weapon 5) Nice!

    Discard Wayfinder to:
    - examine next card: Guardian Vault Card 7: Ghost Battling Ring. Switch to Aric.
    - choose not to shuffle.
    - choose to explore
    Recharge Quick-change Mask to use Diplomacy to acquire.
    Diplomacy 8: 1d10 + 6 ⇒ (3) + 6 = 9
    Acquiring a boon: Use Aric power to examine next card: Guardian Vault Card 8 / Rolling Sphere (barrier) Switch to Red Raven.
    Scenario: Display item at location but do not attempt to close.

    The barrier is far too dangerous with almost every one else local, leaving it for now.

    End turn:
    Guardian Vault: At the end of your turn you are moved to a random location. random location: 1d8 ⇒ 2 Guardian Vault
    I do not think that triggers the location power.
    Use Red Raven power to examine and switch to Aric.
    Draw a card.

    Aric at Guardian Vaut wrote:

    Aric Hand Size 7: Blessing of Bastet (Blessing), Eando Kline (Ally), Maftet Hunter (Ally), Elyana (Ally), Adamantine Sai +2 (Weapon), Galvanic Kopis +2 (Weapon), Vreva Jhafae (Ally)

    Deck: 13 Discard: 1 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5A
    Kit: Blessing of Maat (Blessing), Slip (Ally), Candle of Comity (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. If it is an ally that has Diplomacy in its check to acquire, draw it.)
    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.

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn. Hour is Ancient. Move to Silver Forge. Explore: Kalnaka. Punch it. Recharge Shizuru to double bless. Discard top of deck for paladin power: Warhorse, recharges.
    Combat 22: 3d8 + 5 + 1d6 + 1 ⇒ (7, 6, 7) + 5 + (2) + 1 = 28 Success!

    Display 4-mirror armor. End turn. Reset hand, recharging Mountain Pattern armor and drawing 3.

    Raz wrote:

    Hand: Camel, Warhorse 1, Blessing of the Lord in Iron, Frost Lance +2, Spellsword +2, Dwarven Earthbreaker +1,

    Displayed: Four-Mirror Armor,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 4
    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] [] []


    Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

    Hour of the Elements

    Rolling Sphere is scary, move to Vault of Hidden Wisdom leaving Tea Set and Spirit behind.


    Explore and encounter Scarab Sand.
    Recharge Blessing of Anubis to reload Flawless Monocle. Paracountess Zarta Dralneen recharges Quick-Change Mask. Recharge Ezren's Blessing of the Ancients

    Intelligence Knowledge 9/15: 1d8 + 4 + 1d6 + 1d6 + 1d8 ⇒ (3) + 4 + (4) + (5) + (5) = 21 Overkilled Item. Draw: Knot of Isis from Random. Display Scarab Sand at Location

    Discard Cleric of Nethys to examine:
    Vault of Hidden Wisdom Card 2: Blessing of the Ancients
    Vault of Hidden Wisdom Card 3: Safety Bubble
    Arrange 3,2. Explore and encounter Safety Bubble
    Recharge Knot of Isis

    Intelligence Knowledge 11: 1d8 + 4 + 1d6 + 1d8 ⇒ (8) + 4 + (4) + (7) = 23 Acquired!

    Recharge Wayfinder to move to Alchemical Laboratory, then examine:
    Trigger Alchemical Laboratory Card 1: The Evil Eye. Banish and suffer a scourge.

    Scourge: 1d8 + 1 ⇒ (2) + 1 = 3 Display Curse of Vulnerability
    Examine Alchemical Laboratory Card 2: Stone Skin

    Display Safety Bubble at Alchemical Laboratory

    Recovery Call Spirit Perception 9: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (2) = 11 Recharged!

    Fleeing the rolling boulder, Mavaro stumbles into riches galore...and only a minor case of vulnerability curse. He continues to lay down protections throughout the vaults.

    Mavaro wrote:

    Hand: Flawless Monocle, Entice, Blessing of Anubis, Planchette, Blessing of Sivanah, Shadowless Sword, Harrow Deck, Mask of Stolen Mien,

    On Top:
    Displayed: Curse of Vulnerability, Karyukai Tea Set (@Guardian Vault), Safety Bubble (@Alchemical Laboratory),
    Deck: 11 Discard: 1 Buried: 0
    Notes: Blessings Available.
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Intelligence 1d8 + 4
    Charisma 1d8 + 4
    Divine 1d8 + 4

    Hero Points: 5
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Ezren recharges Blessing of the Ancients
    Vault of Hidden Wisdom: Acquired and Displayed 1. Examined 2. Acquired 3.
    Alchemical Laboratory: Banished 1. Examined 2.
    Drew Knot of Isis from Random.


    Reminders!
    Guardian Vault: Karyukai Tea Set - add 1d8 to checks against cards that have the Poison trait and Wisdom non-combat checks against Monsters. Reduce local Poison Damage by 2 (including the damage to move here!)
    Alchemical Laboratory: Reduce Damage by 1d4!


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

    Recharge BoAncients for Dresdarro


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 5: Elements o'clock
    Moving to Vault of Hidden Wisdom
    Exploring Vault of Hidden Wisdom 2: Blessing of the Ancients

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

    Knowledge 3: 1d8 + 4 ⇒ (1) + 4 = 5
    Blessing of the Ancients is acquired and banished. Ezren transmogrifies Blessing of the Ancients into Random non-Basic Blessing 1: of Isis
    Blessing of Isis:
    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.

    Seoni tapped a twisted tattoo and swirled her finger through the symbol Mavaro found until it matched the knot he found.

    Discarding Blessing of Gozreh to explore Vault of Hidden Wisdom 4: Sands of Time

    Sands of Time:
    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.

    Magic
    Arcane 8: 1d12 + 6 + 4 ⇒ (4) + 6 + 4 = 14
    Sands of Time is acquired and banished. Ezren transmogrifies Sands of Time into random non-Basic spell 1: Find Traps

    Find Traps:
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    There was a timeless magic in the vault’s sand, but the sorcerer was more curious about the telltale signs left in the particles.

    Revealing and recharging Blessing of Qi Zhong with WIS hour to heal Blessing of Gozreh and explore Vault of Hidden Wisdom 5: Telekinetic Enucleation

    Telekinetic Enucleation:
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.

    Discarding Blessing of Isis, using Paracountess Zarta Dralneen by recharging Find Traps
    INT 16 (22): 3d8 + 2 + 1d6 ⇒ (4, 3, 1) + 2 + (3) = 13
    Telekinetic Enucleation is shuffled back into Vault of Hidden Wisdom. Displaying Curse of Blindness

    Curse of Blindness:
    Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness displayed, banish this card.

    Following the Paracountess’s lead, the sorcerer spun the symbol. For a moment, she felt a soothing energy but then... “My eyes!”

    Shuffled Vault of Hidden Wisdom: 1d6 + 4 ⇒ (3) + 4 = 7
    Discarding Blessing of Abadar to explore Vault of Hidden Wisdom 7: Ambush

    Ambush:
    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.

    Revealing Neferekhu
    WIS 9+5=14 (20): 3d6 ⇒ (6, 6, 3) = 15
    Diplomacy 8: 1d12 + 5 ⇒ (5) + 5 = 10
    Ambush is banished

    Without eyes, Seoni was a sitting duck, but Neferekhu was unperturbed. “I STILL SEE ALL.”

    Shuffled Vault of Hidden Wisdom: 1d6 + 4 ⇒ (5) + 4 = 9
    Ambush: Exploring Vault of Hidden Wisdom 9: Kohl of Uncanny Discernment

    Kohl of Uncanny Discernment:
    Item B
    Traits: Accessory Alchemical
    To Acquire: Intelligence Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Revealing Neferekhu
    Knowledge 6 (12): 3d8 + 2 ⇒ (7, 5, 2) + 2 = 16
    Diplomacy 8: 1d12 + 5 ⇒ (6) + 5 = 11
    Kohl of Uncanny Discernment is acquired and banished. Ezren transmogrifies Kohl of Uncanny Discernment into Random non-Basic Item 2: Kohl of Uncanny Discernment

    Kohl of Uncanny Discernment:
    Item B
    Traits: Accessory Alchemical
    To Acquire: Intelligence Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Banishing Curse of Blindness. Drawing Item 3: Alchemist’s Kit
    Alchemist's Kit:
    Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Closing Vault of Hidden Wisdom: Summoning Random Barrier 1: Lightning Storm
    Lightning Storm:
    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.

    Lightning Storm is banished. Vault of Hidden Wisdom remains open
    Seoni followed Neferekhu’s voice and felt her way to a powdery substance. “Perfect.” The mystic traced her eyes back onto her face. Her sight restored, she took stock of where she was. “Some kind of alchemist’s vault, hm.” Curious, she tapped the sand and the powder and the reagents. There was a ominous thunderclap, and Seoni leapt back, but no lightning emerged. “Huh.”
    Wisdom remained hidden.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Kohl of Uncanny Discernment, Alchemist's Kit, Golden Serpent Armband, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Life Drain,

    Displayed:
    Deck: 16 Discard: 2 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Disable Mechanism; Neferekhu

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1
    -- Craft: Charisma +1

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

    Hero points: 6

    Summary:
    Random Barrier 1 (Lightning Storm) is banished.
    Random Spell 1 (Find Traps) is acquired.
    Random Items 2,3 (Kohl of Uncanny Discernment, Alchemist’s Kit) are acquired.
    Random Blessing 1 (of Isis) is acquired.
    Vault of Hidden Wisdom 2, 4, 7, 9 are banished.
    Vault of Hidden Wisdom is shuffled (contains Telekinetic Enucleation).
    Seoni is at Vault of Hidden Wisdom.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Seoni's turn, Ezren actually transmogrifies Sands of Time into Random Spell 2: Spite Cloud, and Kohl of Uncanny Discernment into Random Item 4: Sunrod)

    Spite Cloud:
    Spell 5
    Traits: Magic Arcane Attack Acid
    To Acquire: Intelligence Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Sunrod:
    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.

    Seoni couldn't be certain if her eyes were still playing tricks on her, or if it was just more of Ezren's transmogrifications.

    Seoni wrote:

    Hand: Sunrod, Alchemist's Kit, Golden Serpent Armband, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Life Drain,

    Displayed:
    Deck: 16 Discard: 2 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Disable Mechanism; Neferekhu

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1
    -- Craft: Charisma +1

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

    Hero points: 6


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

    It is the hour of the Ancients

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

    Move: Alchemical Laboratory
    Location Power: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.

    Free explore:

    Alchemical Laboratory Card 2 is Stone Skin:

    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Arcane 7, scholar: 1d12 + 6 + 1 ⇒ (12) + 6 + 1 = 19

    Ezren Power: 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.

    Alchemical Laboratory Card 3 is The Viper:

    MM Ally 3
    Traits: Human Rogue Aspis
    To Acquire: Charisma Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Paracountess Zarta Dralneen: While displayed, any character may recharge a card to add 1d6 to his check - recharge Chain Lightning
    Dip 9: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9

    Recharge The Viper to put Fire Gecko in Discards in exchange for drawing Unwrapped Harmony from Discards.

    Discard Unwrapped Harmony to examine top 3 cards of the location - Hand of the Guilty Man (Item 2), Lightning Storm (Barrier), Frost Staff (Item) - reorder as: Hand, Staff, Storm - then explore

    Alchemical Laboratory Card 4 is 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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.

    Send Fire Snake to Recovery to use Arcane
    Arcane 7 (13), scholar: 1d12 + 6 + 1 ⇒ (9) + 6 + 1 = 16

    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait. - Banish Dresdarro's Curse of Vulnerability and draw Random Item 5: Spellbottle.

    Random Item 5 is 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.

    Scenario: When you acquire an item, you may display it next to its location - Display Hand of the Guilty Man at Alchemical Laboratory - then you may immediately attempt to close that location - don't attempt to close.

    Ezren power: after playing Arcane spell (Fire Snake), examine top of own deck - Ice and Fire - recharge it.

    Ezren Power: 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.

    Alchemical Laboratory Card 6 is 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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.

    Arcane 6 (12), scholar: 1d12 + 6 + 1 ⇒ (5) + 6 + 1 = 12

    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box - draw Random Item 6 TBD - and banish a displayed card that has the Curse trait I don't think there are any more displayed Curses but if there are, banish one.

    Random Item 6 (from the ACG site) is Embalming Fluid:

    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck. Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Scenario: When you acquire an item, you may display it next to its location - display Frost Staff at Alchemical Laboratory - then you may immediately attempt to close that location - attempt to close.

    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.

    Paracountess Zarta Dralneen: While displayed, any character may recharge a card to add 1d6 to his check - recharge Mirror Image
    Int 5+5=10: 1d12 + 4 + 1d6 ⇒ (9) + 4 + (1) = 14

    Scenario: When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close. - bury Hand of the Guilty Man & Frost Staff from the location and Embalming Fluid from my hand.

    Alchemical Laboratory is closed.

    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location. From the ACG site - Mumia, Sunrod, and Twitch Tonic are all shuffled into the location (which is otherwise empty)

    Display Spellbottle. Put Magical Mansion on Spellbottle.

    End turn

    Recovery Phase:
    Recharge Fire Snake? Arcane 8, scholar: 1d12 + 6 + 1 ⇒ (10) + 6 + 1 = 17

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

    Turn Summary:
    * Alchemical Laboratory is closed
    * Mumia, Sunrod, and Twitch Tonic are all shuffled into Alchemical Laboratory (which is otherwise empty)
    * Dresdarro's Safety Bubble is banished to Recovery
    * Banished Dresdarro's Curse of Vulnerability (and one other Curse if there is one)

    "

    Ezren wrote:

    Hand: Death's Touch (Core), Volcanic Storm (Core), Acid Splash, Stone Skin, Create Mindscape, Akhentepi's Armor, Spellbook, Arcane Robes, Acadamae Student, Acadamae Scholar,

    Displayed: Spellbottle, Magical Mansion,
    Deck: 10 Discard: 3 Buried: 1
    Current Location: Alchemical Laboratory
    Hero Points: 4
    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)

    Magical Mansion: can be drawn from Spellbottle and then displayed - if displayed at a location, local characters can skip their first exporation to heal 1d4+1

    Stone Skin: display on any character - reduce all dmg by 4 until the end of the turn.

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Protection (Core), Blessing of the Ancients, Icy Prison, Bound Imp, Elemental Skin
    Recharged: Chain Lightning (Core), The Viper, Ice and Fire, Mirror Image, Fire Snake,
    Discard Pile: Unwrapped Harmony, Marionette, Fire Gecko,
    Buried Pile: Embalming Fluid,

    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

    With all his ally at a safe distance from the boulder he spotted, it’s time for the Red Raven to take his place and deal with it.

    Reveal Eando Kline and recharge Adamantine Sai +2 to examine top card of location, it is already known and still the rolling boulder. Then choose to recharge Wayfinder from discard.
    Switch to Red Raven. Exchange Elyana for kit Blessing of Maat.

    No move.

    Explore and encounter known card

    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Recharge Vreva to add a d6.
    Acrobatics 12: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14

    As the boulder rolls toward him the Red Raven quickly climb on the wall, jump on top of the boulder ending up unscathed on the other side.

    Choose to explore the location. Encounter

    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.

    Another one of those, and only Aric has a chance to grab it.
    d4 versus 8, so automatic failure.
    Scenario: Combat damage: 4 = 4
    Recharge Blessing of Maat to reduce damage by 2. Discard Eando Kline
    and Maftet Hunter for damage.
    Boon is shuffled back in.

    Discard Blessing of Bastet to examine next card:
    next card, 9 or 10: 1d2 + 8 ⇒ (1) + 8 = 9
    Same ring.
    Switch to Aric, exchanging Galvanic Kopis +2 for kit Elyana.
    Mavaro discard Blessing of Sivanah to bless twice the Intelligence check. (trying to beat the DC by 6 to draw another item)
    Knowledge 8: 3d8 + 4 ⇒ (3, 5, 3) + 4 = 15
    Acquired. Display it next to the location. Choose to try to immediately close it.
    Suffer a scourge 1d8 + 1 ⇒ (1) + 1 = 2 Curse of Poisoning.
    No villain left in location, only the other barrier so as the location would be closed, bury 3 items that are next to it. (Helpful Haversack and the 2 rings)
    Moved to random location: 1d8 ⇒ 7 Great Library of Tephu
    Beat the DC by 6 or more: Draw a random item. Remove Curse of poisoning


    Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

    Off turn

    Safety Bubble to Recovery

    Arcane Knowledge 13: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (5) = 16 Recharged

    Curse banished.
    Discard Blessing of Sivanah.
    Karyukai Tea Set discarded when location closed.

    Mavaro wrote:

    Hand: Flawless Monocle, Entice, Blessing of Anubis, Planchette, Shadowless Sword, Harrow Deck, Mask of Stolen Mien,

    On Top: Bird Feather Tokens
    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Notes: Blessing Available.
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Intelligence 1d8 + 4 + 1d6
    Arcane 1d8 + 4 + 1d6

    Hero Points: 5
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).



    Alchemical Laboratory was populated with a different set of Alchemical items due to Sunrod having been drawn by Seoni and the other 2 having been accidentally marked as acquired on the BR site and therefore impossible to shuffle into any location until a site admin fixes that. As a reminder, when pulling random cards on the BR site, do not mark anything as acquired or banished. That's my job, and doing my job for me has the potential to mess up how I do updates.

    Rolling Sphere heads off to 1d6 + 2 ⇒ (3) + 2 = 5 Stonework Passages.

    Aric draws Chest of Keeping from the overkill on the check to acquire Ghost Battling Ring.

    Chest of Keeping:
    Chest of Keeping
    MM Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.


    Thanks for being patient! Aric can now continue his turn; keep in mind that he cannot explore again this turn.

    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen (proxy with the villain Imanish) next to the scenario.
    When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
    To win, close all but 1 location.

    Paracountess Zarta Dralneen
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    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
    9. Curse of Blindness

    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.

    Curse of Blindness (3 copies)

    Spoiler:
    Curse of Blindness
    Scourge 4
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness 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:

    (None)

    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:

    Acid Splash (Spell 0)

    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.

    Alchemist's Kit (Item 0)

    Spoiler:
    Alchemist's Kit
    MM Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Blessing of Isis (Blessing 3)

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

    Blessing of the Ancients (Blessing 0)

    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.

    Chest of Keeping (Item 5)

    Spoiler:
    Chest of Keeping
    MM Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    Ghost Battling Ring (Item 0) x2

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

    Hand of the Guilty Man (Item 2)

    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.

    Helpful Haversack (Item 1)

    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.

    Embalming Fluid (Item 1)

    Spoiler:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Fire Gecko (Ally 0)

    Spoiler:
    Fire Gecko
    MM Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

    Frost Staff (Item 0)

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

    Galvanic Kopis +2 (Weapon 5)

    Spoiler:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Knot of Isis (Item 3)

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

    Safety Bubble (Spell 4)

    Spoiler:
    Safety Bubble
    MM Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Scarab Sand (Item 3)

    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.

    Spellbottle (Item 3)

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

    Spite Cloud (Spell 5)

    Spoiler:
    Spite Cloud
    MM Spell 5
    Traits: Magic Arcane Attack Acid
    To Acquire: Intelligence Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Stone Skin (Spell 1)

    Spoiler:
    Stone Skin
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Sunrod (Item 4)

    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.

    The Viper (Ally 3)

    Spoiler:
    The Viper
    MM Ally 3
    Traits: Human Rogue Aspis
    To Acquire: Charisma Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Weapon 5
    Spell 5410
    Item 543332110000
    Ally 30
    Blessing 30

    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:
    Plasma Ooze
    MM Monster 5
    Traits: Ooze Electricity Fire
    To Defeat: Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.

    Monster 3

    Spoiler:
    Ubashki Swarm
    MM Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters 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 4

    Spoiler:
    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.

    Monster 5

    Spoiler:
    Enchanter
    MM Monster C
    Traits: Human Sorcerer Veteran
    To Defeat: Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Random Barriers:

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

    Barrier 2

    Spoiler:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Barrier 3

    Spoiler:
    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.

    Barrier 4

    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 5

    Spoiler:
    Pharaoh's Altar
    MM Barrier 5
    Traits: Trigger Cache Lock Curse
    To Defeat: Dexterity Disable 12 OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

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

    Weapon 5

    Spoiler:
    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.

    Random Spells:

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

    Spell 5

    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.

    Random Armor:

    Armor 1
    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 2

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

    Armor 3

    Spoiler:
    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:
    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:
    Aegis of Recovery
    MM Armor 5
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Random Items:

    Item 1
    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.

    Item 2

    Spoiler:
    Kohl of Uncanny Discernment
    MM Item B
    Traits: Accessory Alchemical
    To Acquire: Intelligence Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    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:
    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.

    Item 5

    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.

    Random Allies:

    Ally 1
    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 2

    Spoiler:
    Azaz Arafe and Zazu
    MM Ally 1
    Traits: Human Evoker AND Animal
    To Acquire: Charisma Diplomacy Arcane Divine 7
    If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

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

    Ally 5

    Spoiler:
    Freed Soul
    MM Ally 5
    Traits: Undead Incorporeal Ghost
    To Acquire: Charisma Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

    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 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 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 4

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

    Blessing 5

    Spoiler:
    Blessing of 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 Aric/勝20100

    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: 29

    Hourglass:

    Turn 8 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 9 Mavaro/Nathan Davis

    Spoiler:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn 10 Seoni/EmpTyger

    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 11 Ezren/Abraham Z.

    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.

    Turn 12 Aric/勝20100

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 13 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 14 Mavaro/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 15 Seoni/EmpTyger

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

    Turn 16 Ezren/Abraham Z.

    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 17 Aric/勝20100

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

    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 19 Mavaro/Nathan Davis

    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 20 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 21 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 22 Aric/勝20100

    Spoiler:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn 23 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 24 Mavaro/Nathan Davis

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

    Turn 25 Seoni/EmpTyger

    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 26 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 27 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 28 Raz/eddiephlash

    Spoiler:
    Dark Archive's Favor
    None
    Favor 5
    Traits:

    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Turn 29 Mavaro/Nathan Davis

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

    Turn 30 Seoni/EmpTyger

    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.

    Alchemical Laboratory
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Mavaro/Nathan Davis

    Guardian Vault
    Closed
    At This Location (Closed): If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Sculptors Lair
    At This Location (Open): When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Sculptors Lair Card 1:
    Burglar's Bracers
    MM Item B
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 2:
    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.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 3:
    Fiendish Sphinx
    MM Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card, 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Sculptors Lair Card 4:
    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.
    Sculptors Lair Card 5:
    Speak with Dead
    MM Spell 1
    Traits: Magic Divine Undead
    To Acquire: Wisdom Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Sculptors Lair Card 6:
    Deliquescent Gloves
    MM Item 3
    Traits: Accessory Alchemical Acid
    To Acquire: Dexterity Intelligence Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 7:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 8:
    Bonestorm
    MM Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 9:
    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.
    Sculptors Lair Card 10:
    Iceblade Spelldagger
    MM Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Warehouse
    At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Warehouse Card 1:
    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.
    Warehouse Card 2:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 5:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 6:
    Geniekin
    MM Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a 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.
    Warehouse Card 7:
    Dance of the Dead
    MM Barrier P
    Traits: Trigger Curse Magic Cache
    To Defeat: Dexterity Charisma 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 8:
    Magic Carpet
    MM Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 9:
    Elder Ifreeti
    MM Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
    Warehouse Card 10:
    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.

    Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    At This Location (Closed): No effect.
    M: 2 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Known Cards: Rolling Sphere

    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    Day Star Half-Plate
    MM Armor 3
    Traits: Heavy Armor Magic
    To Acquire: Constitution Fortitude Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
    Stonework Passages Card 3:
    Graven Guardian of Set
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.
    Stonework Passages Card 4:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Stonework Passages 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 6:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Stonework Passages Card 7:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 8:
    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.
    Stonework Passages Card 9:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 10:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 11:
    Killing Box
    MM Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Vault of Hidden Wisdom
    At This Location (Open): If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, Scarab Sand

    Vault of Hidden Wisdom Card 1:
    Venomous Heavy Crossbow +2
    MM Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 2:
    Telekinetic Enucleation
    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 3:
    Rukh
    MM Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 4:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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 defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Great Library of Tephu
    At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Aric/勝20100

    Great Library of Tephu Card 1:
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 2:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 3:
    Lottery Urn
    MM Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 4:
    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.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 5:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Great Library of Tephu Card 6:
    Mumia Smugglers
    MM Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 7:
    Pillar of Life
    MM Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. 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 14 check to recharge it instead.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 8:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors 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.
    Great Library of Tephu Card 9:
    Falto
    MM Ally C
    Traits: Human Rogue Hireling
    To Acquire: Charisma Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 10:
    Bonecrusher Hunter
    MM Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge an armor card from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Raz/eddiephlash

    Silver Forge 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Silver Forge Card 2:
    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.
    Silver Forge Card 3:
    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.
    Silver Forge Card 4:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Silver Forge Card 5:
    Basif Iosep
    MM Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Silver Forge Card 6:
    Hanshepsu
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Silver Forge Card 7:
    Smoked Glass Goggles
    MM Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Silver Forge Card 8:
    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.
    Silver Forge Card 9:
    Dagger of Doubling
    MM Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.


    Male Human Vigilante Deck Handler

    Use Aric power to examine top card of location deck after acquiring a boon:

    Great Library of Tephu Card 1: Blessing of Isis:

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

    Discard Elyana to examine a distant location top card, but recharge her due to Aric’s power, then choose Stonework Passages for the examination:

    Stonework Passages Card 1: 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.

    Switch to Red Raven.
    Choose to move to Warehouse.
    Can not use Elyana’s explore due to having closed a location.

    End turn:
    Use Red Raven’s power to examine top card of location:

    Warehouse Card 1: 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.

    From examining, use power to Switch to Aric and exchange chest of keeping by Slip from kit.
    Trigger!
    Discard Slip for damage and use Aric power to have the ally recharged instead.
    Aric fails the Combat 16 check (only a d6), and has no card left to discard for any damage.
    The monster is shuffled in Warehouse.

    Draw 7 cards.

    Aric at Warehouse wrote:

    Aric Hand Size 7: Shy Ratani (Ally), Sorrowsoul (Ally), Blessing of the Midnight Lord (Blessing), Silken Ceremonial Armor (Armor), Shadowless Sword (Weapon), Bloodbound Hat (Item), Shadowless Sword 2 (Weapon)

    Deck: 12 Discard: 3 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5A
    Kit: Galvanic Kopis +2 (Weapon), Chest of Keeping (Item), Candle of Comity (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. If it is an ally that has Diplomacy in its check to acquire, draw it.)
    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.

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn. Stay at Silver Forge. Explore: Corridor Dart Trap. Seoni casts Disable Mechanism
    Dex 6+#=11: 1d8 + 2d8 ⇒ (6) + (3, 4) = 13 Defeated!

    Discard Camel to explore: Returning Throwing Axe +1.
    Ranged/Diplo 8: 1d10 + 4 ⇒ (3) + 4 = 7 Failed, banished.

    Discard Lord in Iron to explore, blessing Str checks: Ghoul. Reveal and discard Dwarven Earthbreaker
    Combat 11: 2d8 + 5 + 2d6 + 1 + 1d6 ⇒ (3, 5) + 5 + (1, 2) + 1 + (2) = 19 Defeated!

    End turn. Reset hand, drawing 3.

    Raz wrote:

    Hand: Warhorse 1, Frost Lance +2, Spellsword +2, Mighty Steed, Ebon Thorn, Hatchetbird,

    Displayed: Four-Mirror Armor,
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 4
    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] [] []


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen (proxy with the villain Imanish) next to the scenario.
    When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
    To win, close all but 1 location.

    Paracountess Zarta Dralneen
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    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
    9. Curse of Blindness

    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.

    Curse of Blindness (3 copies)

    Spoiler:
    Curse of Blindness
    Scourge 4
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness 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:

    (None)

    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:

    Acid Splash (Spell 0)

    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.

    Alchemist's Kit (Item 0)

    Spoiler:
    Alchemist's Kit
    MM Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Blessing of Isis (Blessing 3)

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

    Blessing of the Ancients (Blessing 0)

    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.

    Chest of Keeping (Item 5)

    Spoiler:
    Chest of Keeping
    MM Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    Ghost Battling Ring (Item 0) x2

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

    Hand of the Guilty Man (Item 2)

    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.

    Helpful Haversack (Item 1)

    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.

    Embalming Fluid (Item 1)

    Spoiler:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Fire Gecko (Ally 0)

    Spoiler:
    Fire Gecko
    MM Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

    Frost Staff (Item 0)

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

    Galvanic Kopis +2 (Weapon 5)

    Spoiler:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Knot of Isis (Item 3)

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

    Safety Bubble (Spell 4)

    Spoiler:
    Safety Bubble
    MM Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Scarab Sand (Item 3)

    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.

    Spellbottle (Item 3)

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

    Spite Cloud (Spell 5)

    Spoiler:
    Spite Cloud
    MM Spell 5
    Traits: Magic Arcane Attack Acid
    To Acquire: Intelligence Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Stone Skin (Spell 1)

    Spoiler:
    Stone Skin
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Sunrod (Item 4)

    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.

    The Viper (Ally 3)

    Spoiler:
    The Viper
    MM Ally 3
    Traits: Human Rogue Aspis
    To Acquire: Charisma Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Weapon 5
    Spell 5410
    Item 543332110000
    Ally 30
    Blessing 30

    Random Monsters:

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

    Monster 2

    Spoiler:
    Coffer Corpse
    MM Monster 1
    Traits: Undead
    To Defeat: Combat 8 THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    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:
    Giant Mummified Crocodile
    MM Monster 5
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Sky Pharaoh's Curse
    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Arcane 15 OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Barrier 2

    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 3

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

    Barrier 4

    Spoiler:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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:
    Symbol of Fear
    MM Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Random Weapons:

    Weapon 1
    Spoiler:
    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:
    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.

    Weapon 4

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

    Weapon 5

    Spoiler:
    Shattertouch Shotel +2
    MM Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

    Random Spells:

    Spell 1
    Spoiler:
    Dune of Doom
    MM Spell 5
    Traits: Magic Arcane Divine Attack Bludgeoning
    To Acquire: Intelligence Arcane Wisdom Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

    Spoiler:
    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 5

    Spoiler:
    Vision
    MM Spell 5
    Traits: Magic Arcane Divine
    To Acquire:
    IntelligenceArcaneWisdomDivine 13

    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.


    Random Armor:

    Armor 1
    Spoiler:
    Alchemist's Suit
    MM Armor 2
    Traits: Clothing Light Armor Alchemical
    To Acquire: Constitution Fortitude Intelligence Craft 7
    Discard 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 2

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

    Armor 3

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

    Armor 4

    Spoiler:
    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.

    Armor 5

    Spoiler:
    Steel Ibis Lamellar
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Random Items:

    Item 1
    Spoiler:
    Healer's Kit
    MM Item B
    Traits: Tool Healing
    To Acquire: Wisdom Survival Divine 6
    Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 2

    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 3

    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.

    Item 4

    Spoiler:
    Smoke Stick
    MM Item 1
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 8
    At the start of your turn, discard this card to move any number of characters to your location.
    Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Nefti the Bard
    MM Ally B
    Traits: Human Bard Aspis
    To Acquire: Charisma Diplomacy 8
    If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item.
    During the explore step of a character at your location, discard this card to allow her to explore her location.

    Ally 2

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

    Ally 3

    Spoiler:
    Cloud Elemental
    MM Ally 5
    Traits: Outsider Elemental Electricity
    To Acquire: Wisdom Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

    Ally 4

    Spoiler:
    Commander Abdallah
    MM Ally 3
    Traits: Human Fighter
    To Acquire: Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to 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 5

    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.

    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 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 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 Horus
    MM Blessing C
    Traits: Divine Horus Electricity
    To Acquire: Divine 6 OR Dexterity Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 5

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

    Turn 9 Mavaro/Nathan Davis

    Hour: Blessing of the Lady of Graves:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Cards Remaining in Hourglass: 21

    Hourglass:

    Turn 10 Seoni/EmpTyger

    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 11 Ezren/Abraham Z.

    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.

    Turn 12 Aric/勝20100

    Spoiler:
    Blessing of Bastet
    MM Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location 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 13 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 14 Mavaro/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 15 Seoni/EmpTyger

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

    Turn 16 Ezren/Abraham Z.

    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 17 Aric/勝20100

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

    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 19 Mavaro/Nathan Davis

    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 20 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 21 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 22 Aric/勝20100

    Spoiler:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn 23 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 24 Mavaro/Nathan Davis

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

    Turn 25 Seoni/EmpTyger

    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 26 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 27 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 28 Raz/eddiephlash

    Spoiler:
    Dark Archive's Favor
    None
    Favor 5
    Traits:

    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Turn 29 Mavaro/Nathan Davis

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

    Turn 30 Seoni/EmpTyger

    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.

    Alchemical Laboratory
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Mavaro/Nathan Davis

    Guardian Vault
    Closed
    At This Location (Closed): If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Sculptors Lair
    At This Location (Open): When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    At This Location (Closed): No effect.
    M: 3 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Sculptors Lair Card 1:
    Burglar's Bracers
    MM Item B
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 2:
    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.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 3:
    Fiendish Sphinx
    MM Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card, 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Sculptors Lair Card 4:
    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.
    Sculptors Lair Card 5:
    Speak with Dead
    MM Spell 1
    Traits: Magic Divine Undead
    To Acquire: Wisdom Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Sculptors Lair Card 6:
    Deliquescent Gloves
    MM Item 3
    Traits: Accessory Alchemical Acid
    To Acquire: Dexterity Intelligence Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 7:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 8:
    Bonestorm
    MM Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 9:
    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.
    Sculptors Lair Card 10:
    Iceblade Spelldagger
    MM Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Warehouse
    At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    At This Location (Closed): No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Aric/勝20100
    Known Cards: Scarab Swarm (trigger)

    Warehouse Card 1:
    Geniekin
    MM Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a 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.
    Warehouse Card 2:
    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.
    Warehouse Card 3:
    Magic Carpet
    MM Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 4:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 5:
    Scarab Swarm
    MM Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Warehouse Card 6:
    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.
    Warehouse Card 7:
    Dance of the Dead
    MM Barrier P
    Traits: Trigger Curse Magic Cache
    To Defeat: Dexterity Charisma 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 8:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 9:
    Eternal Captives
    MM Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 10:
    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.

    Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    At This Location (Closed): No effect.
    M: 2 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Known Cards: Rolling Sphere

    Stonework Passages Card 1 (Acute Senses):
    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.
    Stonework Passages Card 2:
    Day Star Half-Plate
    MM Armor 3
    Traits: Heavy Armor Magic
    To Acquire: Constitution Fortitude Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
    Stonework Passages Card 3:
    Graven Guardian of Set
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.
    Stonework Passages Card 4:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Stonework Passages 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 6:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Stonework Passages Card 7:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 8:
    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.
    Stonework Passages Card 9:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 10:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 11:
    Killing Box
    MM Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Vault of Hidden Wisdom
    At This Location (Open): If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, Scarab Sand

    Vault of Hidden Wisdom Card 1:
    Venomous Heavy Crossbow +2
    MM Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 2:
    Telekinetic Enucleation
    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 3:
    Rukh
    MM Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 4:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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 defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Great Library of Tephu
    At This Location (Open): If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None

    Great Library of Tephu Card 1 (Blessing of Isis):
    Blessing of Isis
    MM Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or 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.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 2:
    Mummify Self
    MM Spell P
    Traits: Magic Divine
    To Acquire: WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 3:
    Lottery Urn
    MM Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 4:
    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.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 5:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Great Library of Tephu Card 6:
    Mumia Smugglers
    MM Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 7:
    Pillar of Life
    MM Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. 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 14 check to recharge it instead.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 8:
    Elemental Arachnid
    MM Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors 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.
    Great Library of Tephu Card 9:
    Falto
    MM Ally C
    Traits: Human Rogue Hireling
    To Acquire: Charisma Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Location: If you fail to acquire a boon, shuffle it into this location deck.
    Great Library of Tephu Card 10:
    Bonecrusher Hunter
    MM Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge an armor card from your discard pile.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Raz/eddiephlash

    Silver Forge Card 1:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Silver Forge Card 2:
    Basif Iosep
    MM Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Silver Forge Card 3:
    Hanshepsu
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Silver Forge Card 4:
    Smoked Glass Goggles
    MM Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Silver Forge Card 5:
    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.
    Silver Forge Card 6:
    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.


    Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

    Hour of of the Lady of Graves


    Send Harrow Deck to Recovery to examine Silver Forge
    Silver Forge Card 1: Mystic Silk Coat
    Silver Forge Card 2: Basif Iosep
    Silver Forge Card 3: Hanshepsu
    Arrange 2,1,3


    Move to Great Library of Tephu
    Send Planchette to recovery to examine and acquire Blessing of Isis


    Discard Blessing of Anubis to explore and encounter Mummify Self
    Recharge Entice to reload Wayfinder. Display Ezren's Create Mindscape

    Wisdom Knowledge 10: 1d8 + 4 + 1d6 + 1d4 ⇒ (2) + 4 + (2) + (1) = 9
    Hero Point Reroll
    Wisdom Knowledge 10: 1d8 + 4 + 1d6 + 1d4 ⇒ (3) + 4 + (1) + (4) = 12 Acquired but took a lot
    Transmogrify into Dune of Doom!

    Discard Blessing of Isis to explore and encounter Lottery Urn


    Create Mindscape

    Wisdom Knowledge 6: 1d8 + 4 + 1d6 + 1d4 ⇒ (7) + 4 + (2) + (3) = 16 Acquired and Displayed next to location. Overkill: Draw Healer's Kit from Random

    Attempt to Close. Create Mindscape

    Knowledge 6: 1d8 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 Succeed
    Bury Displayed Lottery Urn, Healer's Kit, and Mask of Stolen Mein to keep it closed. Send Create Mindscape to Recovery

    On Close Draw Disable Mechanism from Random

    Recovery Harrow Deck Perception 12: 1d8 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11
    Product Reroll: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18 Recharged
    Recovery Planchette Perception 6: 1d8 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11 Recharged

    Mavaro scouts out the forge to make sure is companions don't stumble into an artifact they can't recovery, then opts to search the library. Amongst a riches of spell power, he finds a simple, yet important urn and locks it away from would be theft.

    Mavaro wrote:

    Hand: Flawless Monocle, Dune of Doom, Wayfinder, Quick-Change Mask, Call Spirit, Shadowless Sword, Entice, Disable Mechanism,

    On Top: Bird Feather Tokens
    Displayed:
    Deck: 10 Discard: 5 Buried: 3
    Notes: Disable Mechanism Available.
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Intelligence 1d8 + 4 + 1d6
    Arcane 1d8 + 4 + 1d6

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Ezren Displays then banishes Create Mindscape to recovery
    Silver Forge: Examined and arranged 2,1,3
    Great Library of Tephu: Closed. Acquired 1 and 3.
    Drawn and kept from random: Dune of Doom, Healer's Kit, and Disable Mechanism


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Raz's turn)
    Recovery:
    Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15
    Disable Mechanism is recharged

    Seoni pulled a switch to turn off the corridor defenses.

    (Seoni's turn)
    Hourglass 10: Anubis o'clock
    Moving to Stonework Passages
    Exploring Stonework Passages 1: Acute Senses

    Acute Senses:
    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.

    Magic
    Arcane 4: 1d12 + 6 + 4 ⇒ (4) + 6 + 4 = 14
    Acute Senses is acquired and banished. Ezren transmogrifies Acute Senses into Random non-Basic Spell 3: Commune

    Commune:
    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.

    Banishing Commune to draw Random non-Basic Blessing 1: of Thoth
    Blessing of Thoth:
    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.

    The sorcerer typically wasn't one for random prayer, but she still didn't fully trust her senses. "Thoth, if you're listening, let's chat."

    Ending turn

    Seoni wrote:

    Hand: Sunrod, Alchemist's Kit, Golden Serpent Armband, Blessing of Thoth (discard to bless and add Cold/doublebless if non-combat WIS or Cold), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Life Drain,

    Displayed:
    Deck: 17 Discard: 2 Buried: 0
    Notes:
    Ask before using: Blessing of Thoth
    Can use without asking: Blessing if would recharge; Blessing for closing/Boon 5; Neferekhu

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1
    -- Craft: Charisma +1

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

    Hero points: 6

    Summary:
    Stonework Passages 1 is banished.
    Random Spell 3 (Commune) is banished.
    Random Blessing 1 (of Thoth) is acquired.
    Seoni is at Stonework Passages.


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

    Off turn: My apologies to the BR for messing up the BR site - first time I've ever used it - lesson learned! Display Create Mindscape for Dresdarro. When I do, examine top of own deck: Elemental Skin - draw it. Then Create Mindscape goes to Recovery.

    Recharge Create Mindscape? Arcane 11, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (1) + 6 + (4) + 1 = 12

    It is the hour of Nethys

    Move: Sculptors Lair
    Location Power: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Free explore:

    Sculptors Lair Card 1 is Burglar's Bracers:

    MM Item B
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Int 6 (12), spellbook: 1d12 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11
    Display Burglar's Bracers at Sculptor's Lair.

    Discard Student to explore

    Sculptors Lair Card 2 is 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.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Send Volcanic Storm to Recovery
    Combat 9+5=14, scholar: 1d12 + 6 + 3d6 + 1 ⇒ (7) + 6 + (2, 4, 5) + 1 = 25

    Ezren power: after playing Arcane spell, examine top of own deck - Ring of Protection.

    Discard Scholar to explore

    Sculptors Lair Card 3 is 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Arcane 12 (18), scholar, spellbook: 1d12 + 6 + 1d4 + 1d4 ⇒ (9) + 6 + (3) + (3) = 21
    banished but suffer a scourge.
    scourge: 1d8 + 1 ⇒ (8) + 1 = 9

    Ezren displays Curse of Blindness:

    Scourge 4
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness displayed, banish this card.

    Recovery Phase:
    Recharge Volcanic Storm? Arcane 13, spellbook: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (2) = 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 Sculptor's Lair cards 1-3; displayed 1 item there.

    "

    Ezren wrote:

    Hand: Death's Touch (Core), Acid Splash, Stone Skin, Elemental Skin, Akhentepi's Armor, Ring of Protection (Core), Spellbook, Arcane Robes, Bound Imp, Blessing of the Ancients,

    Displayed: Spellbottle, Magical Mansion, Curse of Blindness,
    Deck: 8 Discard: 5 Buried: 1
    Current Location: Sculptors Lair
    Hero Points: 4
    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)

    Magical Mansion: can be drawn from Spellbottle and then displayed - if displayed at a location, local characters can skip their first exporation to heal 1d4+1

    Stone Skin: display on any character - reduce all dmg by 4 until the end of the turn.

    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): Icy Prison
    Recharged: Chain Lightning (Core), The Viper, Ice and Fire, Mirror Image, Fire Snake, Create Mindscape, Volcanic Storm (Core),
    Discard Pile: Unwrapped Harmony, Marionette, Fire Gecko, Acadamae Student, Acadamae Scholar,
    Buried Pile: Embalming Fluid,

    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

    Start of turn: switch to Red Raven. Exchange Shadowless Sword 2 for kit’s Galvanic Kopis +2.

    Move: No move then use Red Raven power to examine:

    Warehouse Card 1: Geniekin:

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

    Trigger!
    From random: only undead and another geniekin.


    Male Human Vigilante Deck Handler

    Burning Child:

    MM Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

    Red Raven reveals Shadowless Sword that adds finesse and allow him to use dexterity+3+d8+2 for combat and adds another d8 because it is a summoned bane.
    Combat 16: 1d10 + 6 + 1d8 + 2 + 1d8 ⇒ (2) + 6 + (6) + 2 + (5) = 21
    Defeated. I believe it is banished due to being summoned rather than shuffled in another location.

    Explore and encounter the examined Geniekin
    Red Raven reveals Shadowless Sword that adds finesse and allow him to use dexterity+3+d8+2 for combat. Recharge Galvanic Kopis +2 to add d4+2 and the electricity trait
    Combat 8+##=18: 1d10 + 6 + 1d8 + 2 + 1d4 + 2 ⇒ (8) + 6 + (5) + 2 + (3) + 2 = 26
    Defeated, the bane is banished.
    Switch to Aric after defeating a monster, and exchange Bloodbound Hat for Chest of Keeping.

    Display Chest of Keeping.

    Discard Shy Ratani to explore, using Aric’s power to recharge her instead.

    Warehouse Card 2: 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.

    Shy Ratani adds a d8 to acquire during that exploration.
    Diplomacy 9: 1d10 + 6 + 1d8 ⇒ (3) + 6 + (6) = 15
    Acquired.
    Use Ezren power, changing Scribe to (card 1 is level 0) Apprentice (random ally 2).
    Use Aric power to examine top card of location after acquiring a boon:
    Warehouse Card 3: Magic Carpet:

    MM Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.

    Exchange Blessing of the Midnight Lord for kit’s Candle of Comity.

    Discard Sorrowsoul to explore, using Aric’s power to recharge him.
    Encounter examined Magic Carpet.
    Recharge Candle of Comity to add a d8 to the Charisma check.
    Charisma 9: 1d10 + 3 + 1d8 ⇒ (4) + 3 + (2) = 9
    Sorrowsoul adds 1 due to the dice that is a 2, so 10 total.
    Boon acquired.
    Use Aric’s power to examine next card: Warehouse Card 4: Potion of Healing. Exchange Silken Ceremonial Armor for kit’s Bloodbound Hat.
    Choose to display it next to the scenario. No closing.

    Discard Apprentice to examine, use power to recharge them, encounter examined Potion of Healing
    Intelligence 5: 1d8 + 2 ⇒ (1) + 2 = 3
    Discard Bloodbound Hat to reroll the die
    Intelligence 5: 1d8 + 2 ⇒ (3) + 2 = 5
    Acquired.
    Use Aric power to examine next card: Warehouse Card 5: Scarab Swarm. Trigger! Stay as Aric. Discard Shadowless Sword to poison damage, then no card left to fight or to loose from damage. Location is shuffled
    Choose to display potion of healing next to location

    End turn:
    Draw 7 cards

    Aric at Warehouse wrote:

    Aric Hand Size 7: Blessing of Asmodeus (Blessing), Sawtooth Sabre +2 (Weapon), Mask of the Red Raven (Item), Dandy Brute (Ally), Shark Skin Armor (Armor), Quick-change Mask (Item), Adamantine Sai +2 (Weapon)

    Displayed: Chest of Keeping
    Deck: 10 Discard: 5 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5A
    Kit: Shadowless Sword 2 (Weapon), Silken Ceremonial Armor (Armor), Blessing of the Midnight Lord (Blessing)

    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. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    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.

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    Forgot to actually include the items in the closed Alchemical Laboratory in the previous update; they are present now. Disable Mechanism was unavailable (I forgot to mark it as taken loot), so Mavaro would have drawn Acid Splash instead upon closing Great Library of Tephu (Random Spell 4 from my previous update).

    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen (proxy with the villain Imanish) next to the scenario.
    When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
    To win, close all but 1 location.

    Paracountess Zarta Dralneen
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    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
    9. Curse of Blindness

    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.

    Curse of Blindness (3 copies)

    Spoiler:
    Curse of Blindness
    Scourge 4
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness 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:

    (None)

    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:

    Acid Splash (Spell 0) x2

    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.

    Alchemist's Kit (Item 0)

    Spoiler:
    Alchemist's Kit
    MM Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Apprentice (Ally 2)

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

    Blessing of Isis (Blessing 3) x2

    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 of the Ancients (Blessing 0)

    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 of Thoth (Blessing 1)

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

    Burglar's Bracers (Item 0)

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

    Chest of Keeping (Item 5)

    Spoiler:
    Chest of Keeping
    MM Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    Dune of Doom (Spell 5)

    Spoiler:
    Dune of Doom
    MM Spell 5
    Traits: Magic Arcane Divine Attack Bludgeoning
    To Acquire: Intelligence Arcane Wisdom Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Ghost Battling Ring (Item 0) x2

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

    Hand of the Guilty Man (Item 2)

    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.

    Healer's Kit (Item 0)

    Spoiler:
    Healer's Kit
    MM Item B
    Traits: Tool Healing
    To Acquire: Wisdom Survival Divine 6
    Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Helpful Haversack (Item 1)

    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.

    Embalming Fluid (Item 1)

    Spoiler:
    Embalming Fluid
    MM Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Fire Gecko (Ally 0)

    Spoiler:
    Fire Gecko
    MM Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

    Frost Staff (Item 0)

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

    Galvanic Kopis +2 (Weapon 5)

    Spoiler:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Knot of Isis (Item 3)

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

    Lottery Urn (Item 1)

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

    Magic Carpet (Item 2)

    Spoiler:
    Magic Carpet
    MM Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.

    Potion of Healing (Item 0)

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

    Safety Bubble (Spell 4)

    Spoiler:
    Safety Bubble
    MM Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Scarab Sand (Item 3)

    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.

    Spellbottle (Item 3)

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

    Spite Cloud (Spell 5)

    Spoiler:
    Spite Cloud
    MM Spell 5
    Traits: Magic Arcane Attack Acid
    To Acquire: Intelligence Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Stone Skin (Spell 1)

    Spoiler:
    Stone Skin
    MM Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Sunrod (Item 4)

    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.

    The Viper (Ally 3)

    Spoiler:
    The Viper
    MM Ally 3
    Traits: Human Rogue Aspis
    To Acquire: Charisma Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Weapon 5
    Spell 554100
    Item 54333221110000000
    Ally 320
    Blessing 3310

    Random Monsters:

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

    Monster 2

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

    Monster 3

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    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 2

    Spoiler:
    Baited Jewel Box
    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Barrier 3

    Spoiler:
    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:
    Sky Pharaoh's Curse
    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Arcane 15 OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

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

    Weapon 2

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

    Weapon 3

    Spoiler:
    Shocking Scimitar +2
    MM Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to 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:
    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 5

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

    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:
    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.

    Spell 3

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

    Random Armor:

    Armor 1
    Spoiler:
    Steel Ibis Lamellar
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Armor 2

    Spoiler:
    Aegis of Recovery
    MM Armor 5
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 3

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

    Armor 4

    Spoiler:
    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.

    Armor 5

    Spoiler:
    Falcon Crown
    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Random Items:

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

    Item 2

    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 3

    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.

    Item 4

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

    Item 5

    Spoiler:
    Ring of the Grasping Grave
    MM Item 3
    Traits: Accessory Magic Pharasma
    To Acquire: Arcane Divine Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number 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:
    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 3

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

    Ally 4

    Spoiler:
    Cloud Elemental
    MM Ally 5
    Traits: Outsider Elemental Electricity
    To Acquire: Wisdom Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

    Ally 5

    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Wadjet
    MM Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 2

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

    Blessing 3

    Spoiler:
    Blessing of Maat
    MM Blessing 2
    Traits: Divine Maat Healing
    To Acquire: Divine 6
    OR ConstitutionFortitude 10

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

    Blessing 4

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

    Blessing 5

    Spoiler:
    Blessing of Nethys
    MM Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn 13 Raz/eddiephlash

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

    Cards Remaining in Hourglass: 17

    Hourglass:

    Turn 14 Mavaro/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 15 Seoni/EmpTyger

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

    Turn 16 Ezren/Abraham Z.

    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 17 Aric/勝20100

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

    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 19 Mavaro/Nathan Davis

    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 20 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 21 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 22 Aric/勝20100

    Spoiler:
    Blessing of the Lady of Graves
    MM Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn 23 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 24 Mavaro/Nathan Davis

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

    Turn 25 Seoni/EmpTyger

    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 26 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 27 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 28 Raz/eddiephlash

    Spoiler:
    Dark Archive's Favor
    None
    Favor 5
    Traits:

    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Turn 29 Mavaro/Nathan Davis

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

    Turn 30 Seoni/EmpTyger

    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.

    Alchemical Laboratory
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffle the item into its location deck.
    Alchemical Laboratory Card 2:
    Canteen
    MM Item B
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffle the item into its location deck.
    Alchemical Laboratory Card 3:
    Potion of Energy Resistance
    MM Item B
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffle the item into its location deck.

    Guardian Vault
    Closed
    At This Location (Closed): If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Sculptors Lair
    At This Location (Open): When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    At This Location (Closed): No effect.
    M: 2 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Abraham Z., Burglar's Bracers

    Sculptors Lair Card 1:
    Khamsin Coat
    MM Armor 3
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    Deliquescent Gloves
    MM Item 3
    Traits: Accessory Alchemical Acid
    To Acquire: Dexterity Intelligence Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffle the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 4:
    Bonecrusher Chieftain
    MM Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 5:
    Bonestorm
    MM Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    Sculptors Lair Card 6:
    Deathgrip
    MM Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Sculptors Lair Card 7:
    Iceblade Spelldagger
    MM Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
    Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.

    Warehouse
    At This Location (Open): At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    At This Location (Closed): No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/勝20100, Magic Carpet, Potion of Healing
    Known Cards: Scarab Swarm (trigger)

    Warehouse Card 1:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Warehouse Card 2:
    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.
    Warehouse Card 3:
    Dance of the Dead
    MM Barrier P
    Traits: Trigger Curse Magic Cache
    To Defeat: Dexterity Charisma 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Warehouse Card 4:
    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.
    Warehouse Card 5:
    Scarab Swarm
    MM Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Warehouse 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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Stonework Passages
    At This Location (Open): Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    At This Location (Closed): No effect.
    M: 2 Ba: 4 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Seoni/EmpTyger
    Known Cards: Rolling Sphere

    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    Graven Guardian of Set
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.
    Stonework Passages Card 3:
    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.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Stonework Passages Card 4:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 5:
    Galvanic Kopis +2
    MM Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Stonework Passages Card 6:
    Blessing of the Elements
    MM Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 7:
    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.
    Stonework Passages Card 8:
    Corridor Dart Trap
    MM Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 9:
    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.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Stonework Passages Card 10:
    Killing Box
    MM Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.

    Vault of Hidden Wisdom
    At This Location (Open): If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    At This Location (Closed): No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Scarab Sand

    Vault of Hidden Wisdom Card 1:
    Venomous Heavy Crossbow +2
    MM Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 2:
    Telekinetic Enucleation
    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 3:
    Rukh
    MM Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Vault of Hidden Wisdom Card 4:
    Toxic Geyser
    MM Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    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 defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Great Library of Tephu
    Closed
    At This Location (Closed): No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/Nathan Davis

    Silver Forge
    At This Location (Open): Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    At This Location (Closed): At the end of your turn, you may recharge an armor card from your discard pile.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Raz/eddiephlash

    Silver Forge Card 1:
    Mystic Silk Coat
    MM Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Silver Forge Card 2:
    Basif Iosep
    MM Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Silver Forge Card 3:
    Hanshepsu
    MM Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Silver Forge Card 4:
    Smoked Glass Goggles
    MM Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.
    Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck.
    Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    Silver Forge Card 5:
    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.
    Silver Forge Card 6:
    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.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn, hour is Bastet. Stay at the Forge. Explore: Mystic Silk Coat. Reveal Ebon Thorn.
    Fort/Diplo 8: 1d10 + 4 ⇒ (6) + 4 = 10 Acquired!

    Discard Mighty Steed to move to Sculptors Lair and explore there: Khamsin Coat. Reveal Ebon Thorn.
    Fort/Diplo 8: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Acquired!

    Discard Hatchetbird to move to Silver Forge and explore: Basif Iosep. Reveal Ebon Thorn.
    Diplo 6: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Acquired!

    Discard Basif Iosep to explore: Hanshepsu.
    BYA: 1d4 ⇒ 4 Bury top of my deck: Flaming Longsword +3
    For combat, reveal Frost Lance. Reveal Warhorse mount. Discard Mystic Silk Coat for location firepower
    Combat 20: 1d8 + 5 + 1d8 + 2 + 1d8 + 2 + 1d6 ⇒ (7) + 5 + (4) + 2 + (5) + 2 + (6) = 31 Defeated!

    Discard Warhorse to move to Sculptors Lair and explore: Speak with Dead.
    Divine 4: 1d6 + 2 ⇒ (6) + 2 = 8 Acquired!

    End turn. Reset hand, recharging Ebon thorn and Khamsin Coat, and drawing 3.

    Raz wrote:

    Hand: Frost Lance +2, Spellsword +2, Speak with Dead, Mass Cure, Belt of Charging, Retriever,

    Displayed: Four-Mirror Armor,
    Deck: 9 Discard: 8 Buried: 1
    Hero Points: 4
    Shirt reroll: available
    NOTES:
    Available Support: Use any/all. Speak With Dead adds 1 die to local int/wis checks
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

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

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


    Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

    Fix up: Change Disable Mechanism to Acid Splash

    Hour of Anubis

    Move to Silver Forge
    Free explore and encounter Smoked Glass Goggles
    Display Call Spirit

    Intelligence Knowledge 6: 1d8 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (1) + (2) = 11 Display next to the location
    Attempt to close summon and encounter Steel Ibis Lamellar
    Call Spirit
    Intelligence Knowledge 10: 1d8 + 4 + 1d6 + 1d4 ⇒ (5) + 4 + (1) + (1) = 11 Acquired. Transmogrify into Aegis of Recovery (Tier 5!)

    Bury Smoked Glass Goggles, Flawless Monocle and to close


    Recharge Wayfinder to move to Stonework Passages. Examine:
    Stonework Passages Card 1: Day Star Half-Plate
    Stonework Passages Card 2: Graven Guardian of Set


    Recharge Acid Splash to put Planchette on top of deck.


    End of turn, reveal Aegis of Recover to recharge Karyukai Tea Set

    Recovery Call Spirit Perception 9: 1d8 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15 Recharged!

    Seeing Raz charge out of the forge, Mavaro expects it's a good time to make sure it's all put in order. Right away he finds special goggles that help him see throw the steam and smoke which allows him to find a very special aegis, which he borrows.

    To lock the place up tightly, Mavaro rigs up special set of head gear using his Monocle, Mask and Goggles to find all of the necessary gears and gizmos needed to close the place down.

    Mavaro wrote:

    Hand: Aegis of Recovery, Dune of Doom, Planchette, Bird Feather Tokens, Knot of Isis, Shadowless Sword, Entice, The Missing Eye,

    On Top: Symbol of Pain
    Displayed:
    Deck: 10 Discard: 4 Buried: 6
    Notes: Bird Feather Tokens: Local Reroll 1d
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Wisdom 1d8 + 4
    Divine 1d8 + 4
    Intelligence 1d8 + 4
    Arcane 1d8 + 4

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Silver Forge: Closed. Acquired 4.
    Stonework Passages: Examined 1-2
    From Random: Armor: Banished 1. Acquired 2 (Aegis of Recovery)


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 15: Ra o'clock
    Moving to Sculptors' Lair
    Exploring Sculptors' Lair 3: Deliquescent Gloves

    Deliquescent Gloves:
    Item 3
    Traits: Accessory Alchemical Acid
    To Acquire: Dexterity Intelligence Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Revealing Neferekhu
    Knowledge 8 (14): 3d8 + 3 ⇒ (2, 7, 7) + 3 = 19
    Drawing Random Item 1: Knot of Isis (which may be already acquired by Mavaro?)

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

    Banishing Ezren's Curse of Blindness
    Diplomacy 8: 1d12 + 5 ⇒ (7) + 5 = 12
    Deliquescent Gloves are acquired and banished. Ezren transmogrifies Deliquescent Gloves into Random non-Basic Item 2: Anubis Staff

    Anubis Staff:
    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.

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

    Revealing Sunrod by recharging Alchemist's Kit, using Paracountess Zarta Dralneen by recharging Life Drain
    Combat 10+10=20 (22): 1d12 + 5 + 3d6 + 1d6 ⇒ (10) + 5 + (6, 2, 5) + (3) = 31
    Warrior Dolls are banished
    Burying Knot of Isis (or whatever Item was acquired), Anubis Staff, displayed Burglar's Bracers
    Sculptors' Lair is closed. Drawing Random Elemental/Undead Ally 1: Kafar Ally 2: Ubashki

    Ubashki:
    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.

    Seoni went to check on Ezren. The wizard was stumbling in the dark, but the mystic traced tattoos along each finger until her hands glowed, and touched her fingertips to Ezren's eyes, restoring his sight.

    The mages approached the sculpture. Seoni placed a staff in its arms. Ezren slipped the gloves on its hands. And they tied a knot around its brow. (At least, she thought they did; it was always tricky to tell with Ezren's transmogrifications.) The sculpture started to rumble to life, but Seoni focused a beam of energy on some hinges along the statue's chest, cutting seams into the clay shell. The statue suddenly stopped moving, and a hatch opened where Seoni had cut. Out popped a mummified creature that flopped onto the floor next to the mystic.

    Seoni turned to Zarta and shrugged. "I suppose that's one way to animate a sculpture." The paracountess was unimpressed. "Let's look elsewhere."

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Sunrod, Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Golden Serpent Armband, Blessing of Thoth (discard to bless and add Cold/doublebless if non-combat WIS or Cold), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Ubashki,

    Displayed:
    Deck: 18 Discard: 2 Buried: 3
    Notes:
    Ask before using: Blessing of Thoth
    Can use without asking: Blessing if would recharge; Blessing for closing/Boon 5; Neferekhu; Create Mindscape

    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: 6

    Summary:
    Random Item 1, 2 (Knot of Isis, Staff of Anubis) are acquired. (needs confirmation)
    Random Ally 1 is banished.
    Random Ally 2 (Ubashki) is acquired.
    Sculptors' Lair 1 is banished.
    Sculptors' Lair is closed.
    Ezren's Curse of Blindness is banished.
    Seoni is at Sculptors' Lair.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Seoni's turn, instead of duplicate Knot of Isis, she actually draws and buries Random Item 3: Jet of Anubis)
    "Of course, the stone matches the staff," realized the sorcerer belatedly.


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

    Off turn: Curse of Blindness banished by Seoni (thx!)

    It is the hour of the Elements

    Move: Vault of Hidden Wisdom
    Location Power: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Bury Spellbottle to Recovery to draw Magical Mansion
    Display Magical Mansion at Vault of Hidden Wisdom

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

    skip Free explore for Magical Mansion healing
    Heal: 1d4 + 1 ⇒ (3) + 1 = 4

    Discard Blessing of the Ancients to explore

    Vault of Hidden Wisdom Card 1 is Venomous Heavy Crossbow +2:

    MM Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Send Arcane Robes to Recovery
    Arcane 10, spellbook: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (3) = 19

    End turn

    Recovery Phase:
    Spellbottle is buried
    Recharge Arcane Robes? Arcane 8, spellbook: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (2) = 10

    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:
    * Card 1 of Vault is gone
    * Magical Mansion is displayed at Vault until the start of Ezren's next turn - characters can heal 1d4+1 instead of taking their free exploration.
    * Ezren acquired a Weapon 5 (Venomous Heavy Crossbow +2) and will give it to anyone who wants to come get it.

    "

    Ezren wrote:

    Hand: Venomous Heavy Crossbow +2, Death's Touch (Core), Acid Splash, Stone Skin, Elemental Skin, Icy Prison, Akhentepi's Armor, Ring of Protection (Core), Spellbook, Bound Imp,

    Displayed: Magical Mansion,
    Deck: 12 Discard: 2 Buried: 2
    Current Location: Vault of Hidden Wisdom
    Hero Points: 4
    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)

    Magical Mansion is displayed at Vault of Hidden Wisdom - local characters can skip their first exporation to heal 1d4+1

    Stone Skin: display on any character - reduce all dmg by 4 until the end of the turn.

    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): Unwrapped Harmony, Ice and Fire, Fire Gecko, Acadamae Scholar, Chain Lightning (Core), Fire Snake, Volcanic Storm (Core), The Viper, Acadamae Student, Create Mindscape, Mirror Image
    Recharged: Arcane Robes,
    Discard Pile: Marionette, Blessing of the Ancients,
    Buried Pile: Embalming Fluid, Spellbottle,

    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

    Hour: Blessing of the Ancients

    Start of turn:
    Switch to Red Raven. Exchange Blessing of Asmodeus for kit Blessing of the Midnight Lord.
    Put Adamantine Sai +2 on Chest of Keeping

    Move: to Vault of Hidden Wisdom.
    Use Red Raven power to examine location top card:

    Vault of Hidden Wisdom Card 2: Telekinetic Enucleation:

    MM Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
    Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Trigger
    Recharge Quick-change Mask to use Stealth, discard Blessing of the Midnight Lord to bless.
    Dexterity 16: 2d10 + 5 ⇒ (6, 8) + 5 = 19
    Defeated, but not by more than 6.
    I believe the location power can not be used as explore can not be done during move phase.

    Free explore: use Magical Mansion to heal instead.
    healing: 1d4 + 1 ⇒ (4) + 1 = 5
    Blessing of the Midnight Lord, Shadowless Sword, Blessing of Bastet, Bloodbound Hat, Maftet Hunter are healed.

    End of turn:
    Use Red Raven power and examine top card of location:

    Vault of Hidden Wisdom Card 3: Rukh:

    MM Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.

    Choose to encounter it.
    Reveal Sawtooth Sabre +2 to use Finesse Melee +d6+2, recharge Dandy Brute to add a d6
    Combat 13+4=17: 1d10 + 3 + 3 + 1d6 + 2 + 1d6 ⇒ (3) + 3 + 3 + (5) + 2 + (6) = 22
    Defeated, next check is at −5 difficulty thanks to the Sawtooth Sabre power. Reveal the weapon again to use melee+d6+2
    Combat 13+4−5=12: 1d10 + 3 + 3 + 1d6 + 2 ⇒ (6) + 3 + 3 + (4) + 2 = 18
    Defeated.
    Once again, can not use the location power
    Switch to Aric on defeating a monster.
    Draw 4 cards

    Aric at Vault of Hidden Wisdom wrote:

    Aric Hand Size 7: Sawtooth Sabre +2 (Weapon), Mask of the Red Raven (Item), Shark Skin Armor (Armor), Maftet Hunter (Ally), Blessing of the Midnight Lord (Blessing), Shy Ratani (Ally), Bloodbound Hat (Item)

    Displayed: Chest of Keeping, Adamantine Sai +2
    Deck: 13 Discard: 1 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5A
    Kit: Shadowless Sword 2 (Weapon), Silken Ceremonial Armor (Armor), Blessing of Asmodeus (Blessing)

    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. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    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.

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn. Hour is Horus. Move to Stonework Passages. Explore: Day Star Half-Plate.
    Divine/Diplo 10: 1d10 + 4 ⇒ (6) + 4 = 10 Acquired! Transmog into: Burglar's Buckler

    Discard Retriever to explore card 2: Graven Guardian of Set. Reveal and discard Frost Lance. Reveal Belt of charging. Discard top of deck: Pillaging Mace.
    Combat 21: 1d8 + 5 + 1d8 + 2 + 2d8 + 1d8 + 1d6 + 1 ⇒ (8) + 5 + (6) + 2 + (4, 8) + (1) + (4) + 1 = 39: Forced Reroll
    Combat 21: 1d8 + 5 + 1d8 + 2 + 2d8 + 1d8 + 1d6 + 1 ⇒ (7) + 5 + (2) + 2 + (7, 2) + (4) + (5) + 1 = 35: Success!
    Display Speak with Dead.

    Cast Mass Cure on myself.
    Heal: 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (3) + 1 = 9: All except Blessing of the Lord in Iron and Retriever

    End turn.

    Recovery Attempts:
    Raz attempts to recover all cards in their Recovery pile, blessed by Speak with Dead.

    Mass Cure: Divine 14: 2d6 + 2 ⇒ (2, 1) + 2 = 5 -> Mass Cure discarded.

    Raz resets their hand, drawing 3.

    Raz wrote:

    Hand: Spellsword +2, Belt of Charging, Burglar's Buckler, Blessing of Shizuru, Ebon Thorn, Mountain Pattern Armor,

    Displayed: Four-Mirror Armor, Speak with Dead, (Bless Wis/Int checks at Stonework Passages),
    Deck: 14 Discard: 3 Buried: 1
    Hero Points: 4
    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] [] []


    Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

    Hour of Isis

    Give card to Raz: Dune of Doom

    Dune of Doom:
    Traits
    Magic Arcane Divine Attack Bludgeoning

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.



    Move to Vault of Hidden Wisdom
    Free explore and encounter Rukh
    Banish to Recovery to defeat. Put an Ally on top of the location. Do not use location power to explore


    Put Planchette into Recovery to look for Ally. Automatically acquire Random Ally 3 Stained Glass Elemental
    Transmogrify into Random Ally 4 Cloud Elemental!


    End of turn, reveal Aegis of Recovery to recharge Cleric of Nethys
    During Recovery, Recharge Bird Feather Tokens to reload Bird Feather Tokens

    Planchette Knowledge Perception 6: 1d8 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16 Recharged
    Entice Knowledge Arcane 13: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13 Discarded

    Mavaro almost locked the vaults down but got caught up in fascinating magical transformation of a Ruckh to stained glass to cloud.

    Mavaro wrote:

    Hand: Aegis of Recovery, Cloud Elemental, Bird Feather Tokens, Karyukai Tea Set, Knot of Isis, Shadowless Sword, Call Spirit, The Missing Eye,

    On Top: Symbol of Pain
    Displayed:
    Deck: 10 Discard: 4 Buried: 6
    Notes: Call Spirit, and Cloud Elemental Available locally.
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Wisdom 1d8 + 4
    Divine 1d8 + 4
    Intelligence 1d8 + 4
    Arcane 1d8 + 4

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Gave Raz Dune of Doom
    Vault of Hidden Wisdom: Banished 1
    Random: Banished Ally 3. Acquired Ally 4


    Deck Handler // Searching for: Item 5 > Armor 5 > Weapon 5

    Mavaro was caught in a drunken dream of stained glass and cloud...now back to reality.

    I pretty much need to redo my turn from scratch since I built my turn on what I thought was just an examined monster. No nix the last turn completely after giving Raz Dune of Doom!


    Stay at Stonework Passages
    Free explore and encounter Key of the Second Vault
    Recharge The Missing Eye to reload Wayfinder. Reveal Shadowless Sword.

    Perception Knowledge 10: 1d8 + 6 + 1d6 + 1d8 ⇒ (3) + 6 + (2) + (8) = 19
    With overkill: Draw Frost Staff. Display Key of the Second Vault.
    Attempt to close. Recharge Knot of Isis
    Wisdom Knowledge 6+5: 1d8 + 4 + 1d6 + 1d8 ⇒ (7) + 4 + (6) + (8) = 25 Closed!
    Bury Frost Staff, Key of the Second Vault, and Bird Feather Tokens to keep it closed!

    On closing examine Warehouse: Effigy of Maat


    End of turn, reveal Aegis of Recovery to recharge Cleric of Nethys

    Mavaro wrote:

    Hand: Aegis of Recovery, Planchette, Wayfinder, Harrow Deck, Symbol of Pain, Shadowless Sword, Entice, The Missing Eye,

    On Top: Call Spirit
    Displayed:
    Deck: 10 Discard: 3 Buried: 7
    Notes:
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [ ]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Wisdom 1d8 + 4
    Divine 1d8 + 4
    Intelligence 1d8 + 4
    Perception 1d8 + 6

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Very different outcome: Did not get a bunch of cool boons, but closed another location
    Ignore previous post (except Raz still gets a crazy spell)
    Stonework Passages closed!
    Key of the Second Vault acquired from Passages. Frost Staff drawn from Random.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 20: Ancients o’clock
    Moving to Vault of Hidden Wisdom
    Exploring Vault of Hidden Wisdom 4: Toxic Geyser

    Toxic Geyser:
    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.

    Revealing Neferekhu, discarding Blessing of Thoth, displaying Create Mindscape
    WIS 5+10=15 (21): 5d6 + 1d4 ⇒ (5, 2, 4, 6, 2) + (1) = 20
    Neferekhu: Using Create Mindscape
    Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14
    Toxic Geyser is banished

    Inspired by the whispers of Thoth, Seoni returned to the vault. “Let’s get creative.” She unleashed a torrent of water to wash out the remains of the rukh- and everything else. “CLEAN IT ALL OUT.”

    Closing empty Vault of Hidden Wisdom: Summoning Random Barrier 1: Lightning Storm

    Lightning Storm:
    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.

    Lightning Storm is banished. Vault of Hidden Wisdom remains open
    The vault was empty, but the puzzle remained. This time, the mystic tried poking the rod through the bracelet into the sand. Again there was another ominous thunderclap, but still no lightning. Wisdom still remained hidden.
    Seoni looked around at her companions. “Is it just me?”

    Seoni wrote:

    Hand: Sunrod, Blessing of Pharasma B (discard to bless/double bless if spell is cast), Golden Serpent Armband, Blessing of Gozreh A (discard to bless/double bless if closing or guarding check), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Ubashki,

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
    Deck: 16 Discard: 3 Buried: 3
    Notes: Create Mindscape is at Vault of Hidden Wisdom
    Ask before using:
    Can use without asking: Blessing of Gozreh; Blessing of Pharasma; Neferekhu; Create Mindscape

    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: 6

    Summary:
    Random Barrier 1 (Lightning Storm) is banished.
    Vault of Hidden Wisdom 4 is banished.
    Create Mindscape is displayed at Vault of Hidden Wisdom.
    Seoni is at Vault of Hidden Wisdom.


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

    It is the hour of the Elements (21:00)

    Start of Turn: Magical Mansion goes to Recovery
    Start of Turn: Lightning Storm at Vault
    Lightning Storm: 1d4 ⇒ 1

    Nevermind re the Lightning Storm - it was banished due to being summoned. I think...

    Location Power: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Give card: Venomous Heavy Crossbow +2 to Aric/Red Raven

    Move: stay at Vault

    Location is empty so attempt to close; When Closing: Summon and defeat a random barrier.

    Random Barrier 2 Baited Jewel Box:

    MM Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Send Acid Splash to Recovery
    Disable 6+5=11 (17), spellbook, mindscape: 1d12 + 6 + 1d6 + 1d4 + 1d4 ⇒ (7) + 6 + (1) + (1) + (4) = 19 Banished!
    Scourge: 1d8 + 1 ⇒ (1) + 1 = 2 Curse of Poisoning

    Ezren power: after playing Arcane spell, examine top of own deck - Unwrapped Harmony

    Defeated Jewel Box by more than 4, draw Random Item 5 is Ring of the Grasping Grave:

    MM Item 3
    Traits: Accessory Magic Pharasma
    To Acquire: Arcane Divine Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.

    Scenario Power: bury 3 items: Scarab Sand (displayed at location) & from Ezren's hand: Ring of the Grasping Grave & Ring of Protection

    Vault of Hidden Wisdom is closed. We win...? It's a little hard to keep track of what has happened where but I think that maybe only the Warehouse is still open, in which case we win. Just in case I've missed something, I'll finish out my turn.

    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    Knowledge 7, spellbook: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15

    Random from discards is: Marionette - recharged.

    End turn

    Recovery Phase:
    Recharge Magical Mansion? Arcane 10, spellbook: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (4) = 15
    Recharge Acid Splash? Arcane 6, spellbook: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (2) = 18

    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
    Curse of Poisoning recharge random card: 1d10 ⇒ 4 Elemental Skin

    Turn Summary:
    * We win! Unless I made a mistake...

    "

    Ezren wrote:

    Hand: Death's Touch (Core), Chain Lightning (Core), Stone Skin, Icy Prison, Create Mindscape, Akhentepi's Armor, Spellbook, Unwrapped Harmony, Bound Imp,

    Displayed: Curse of Poisoning,
    Deck: 13 Discard: 1 Buried: 4
    Current Location: Vault of Hidden Wisdom
    Hero Points: 4
    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)

    Stone Skin: display on any character - reduce all dmg by 4 until the end of the turn.

    Create Mindscape - available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Acadamae Student, Volcanic Storm (Core), Ice and Fire, Fire Gecko, Mirror Image, The Viper, Acadamae Scholar
    Recharged: Arcane Robes, Marionette, Magical Mansion, Acid Splash, Elemental Skin,
    Discard Pile: Blessing of the Ancients,
    Buried Pile: Embalming Fluid, Spellbottle, Ring of the Grasping Grave, Ring of Protection (Core),

    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]
  • "


    Development

    You continue with your story for Venture-Captain Roderus. “Gathering all the items and wrestling them back into their containers proved exhausting. Zarta reviewed a nearby ledger with irritation while taking inventory. ‘Not only was the monocle missing,’ she said, ‘but there were several additional objects absent, including a locket that I was pretty sure was possessed. None of these items are marked as missing on here, which means we need to talk to the archivist responsible for this area…’ She peered at
    her records before pointing to a name. ‘Panven Wikar. He’s worked here for several years, so if he’s been helping smuggle artifacts from the Grand Lodge, we have a bigger problem. I’d say we both have many questions, and I doubt we’ll have many answers unless you track down this man.’

    “Our investigation led us to Katapesh, where Wikar was hoping to sell some of the stolen relics in the marketplace.”

    Roderus thoughtfully considers your words. “That is indeed an interesting story.”

    Reward
    1 XP and a Hero Point
    Trader: Trove of Tef-Naju
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the item Chest of Keeping. At the end of each scenario, return that card to the game box.

    Acquired Cards
    Acid Splash (Spell 0) x2
    Aegis of Recovery (Armor 5)
    Alchemist's Kit (Item 0)
    Anubis Staff (Item 1)
    Apprentice (Ally 2)
    Basif Iosep (Ally 2)
    Blessing of Isis (Blessing 3) x2
    Blessing of the Ancients (Blessing 0)
    Blessing of Thoth (Blessing 1)
    Burglar's Bracers (Item 0)
    Burglar's Buckler (Armor 1)
    Chest of Keeping (Item 5)
    Dune of Doom (Spell 5)
    Embalming Fluid (Item 1)
    Fire Gecko (Ally 0)
    Frost Staff (Item 0) x2
    Galvanic Kopis +2 (Weapon 5)
    Ghost Battling Ring (Item 0) x2
    Hand of the Guilty Man (Item 2)
    Healer's Kit (Item 0)
    Helpful Haversack (Item 1)
    Jet of Anubis (Item 4)
    Key to the Second Vault (Item 0)
    Khamsin Coat (Armor 3)
    Knot of Isis (Item 3)
    Lottery Urn (Item 1)
    Magic Carpet (Item 2)
    Mystic Silk Coat (Armor 2)
    Potion of Healing (Item 0)
    Safety Bubble (Spell 4)
    Scarab Sand (Item 3)
    Smoked Glass Goggles (Item 0)
    Speak with Dead (Spell 1)
    Spellbottle (Item 3)
    Spite Cloud (Spell 5)
    Stone Skin (Spell 1)
    Sunrod (Item 4)
    The Viper (Ally 3)
    Ubashki (Ally 0)
    Venomous Heavy Crossbow +2 (Weapon 5)

    Weapon 55
    Armor 5321
    Spell 5541100
    Item 5443332211110000000000
    Ally 32200
    Blessing 3310

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