Dresdarro |
Off turn, display Call Spirit. recharge Vestments of False Faith and banish Flawless Monocle to draw Blessing of Ptah
Get blasted with 3 Electricity Damage. Discard Blessing of Ptah 2, Karyukai Tea Set, and Fortune-Teller
Hand: Aegis of Recovery,
On Top: Shadowless Sword
Displayed: VARANTHE THE PARALYZER, Call Spirit,
Deck: 17 Discard: 5 Buried: 2
Notes:
Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [X] +1 [X] +2 [X]+3
Intelligence d8 [X] +1 [X] +2 [X] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Strength 1d8 + 4
Melee 1d8 + 4
Arcane 1d8 + 4Hero Points: 6
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).
Raz the Noble |
Start turn. Hour is Elements. Explore: Horn Lamellar. Reload ring to bless con check. Use Diplomacy.
Con/Diplo 10: 2d10 + 4 ⇒ (8, 5) + 4 = 17 Acquired! Recharge Tripartite spear for odd die result.
Discard Steed to move to Sepulcher of the Servant and explore: Blessing of Bastet.
Divine 6: 1d6 + 2 ⇒ (4) + 2 = 6 Acquired!
Discard Blessing of Bastet to examine/explore: Pard. Discard top of deck for paladin power: Dwarven Earthbreaker +1.
Diplo 10: 1d10 + 4 + 1d6 + 2 ⇒ (6) + 4 + (1) + 2 = 13 Acquired!
Attempt to close. Bury Flaming Longsword. Sepulcher of the Servant closed! End turn. Reset hand, drawing 3.
Hand: Spellsword +2, Glacial Hunga Munga, Horn Lamellar, Blessing of the Lord in Iron, Pillaging Mace, Blessing of the Inheritor,
Displayed: Tomb Artisan,
Deck: 10 Discard: 9 Buried: 1
Hero Points: 6
Shirt reroll: used
NOTES:
Available Support: Use any/all. Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth 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
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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.
□ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []
Raz the Noble |
Forgot to transmogrify Pard. Rando ally: Miau Pakhet (assuming P cards are counted as # level). Fixing hand:
Hand: Spellsword +2, Glacial Hunga Munga, Horn Lamellar, Miau Pakhet, Ring of Stony Flesh, Blessing of the Lord in Iron,
Displayed: Tomb Artisan,
Deck: 11 Discard: 9 Buried: 1
Hero Points: 6
Shirt reroll: used
NOTES:
Available Support: Use any/all. Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth 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
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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.
□ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []
BR Vincent |
Raz: Marked Freed Soul as acquired, as Miau Pakhet is only level 0.
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: When you acquire an ally, you may summon and encounter the henchman Varanthe the Paralyzer, Mortevia Strassel, or Xandhul Bloodsbane III, then you may attempt to close your location. (If the henchman is defeated, you may display it per its power.)
To win the scenario, all locations must be closed while Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III are displayed.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
Henchmen: Random allies.
Mavaro has VARANTHE THE PARALYZER displayed:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
Aric has MORTEVIA STRASSEL displayed:
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
Seoni has XANDHUL BLOODSBANE III displayed:
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Closing encounters
Henchman
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
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 scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.
Scenario Level (#): 5
Turn: 14, Mavaro/NathanDavis
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
Monsters
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.
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.
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.
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.
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.
Barriers
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
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.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
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.
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.
Weapons
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.
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.
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.
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.
MM
Weapon 6
Traits:
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee
Arcane
Divine 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
Spells
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
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.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Armors
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.
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.
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 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.
Items
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.
MM
Item 6
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Suvival 13
Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
MM
Item 6
Traits:
Object
Magic
Undead
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to your check against a monster that has the Undead trait.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
Allies
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.
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.
MM
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check by a character at another location.
Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck.
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.
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.
Blessings
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.
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.
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.
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.
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.
Current Hour:
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.
Hours Remaining: 16
Hourglass
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing 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 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 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 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 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 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 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 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 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.
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 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 of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Chisisek's Tomb
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #2: Hall of Blessed Rebirth
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #3: Peasant Tombs
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Mavaro/NathanDavis, Displayed: Call Spirit (Mavaro’s)
Location #4: Mausoleum
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: Embalming Parlor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Raz/eddiephlash, None
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
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. 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 14 check to recharge it instead.
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Location #7: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
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.
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.
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.
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.
Dresdarro |
Hour of Nethys
Move to Garden of Symmetry
Free explore and encounter Blessing of Osiris
Recharge Aegis of Recovery to reload Vestments of False Faith. Display Create Mindscape at Garden of Symmetry
Knowledge Divine 8: 1d8 + 4 + 1d6 + 1d4 ⇒ (7) + 4 + (4) + (4) = 19 No cards to recharge. Acquired. Banish and Transmogrify into Blessing of the Lady of Graves (from acg site, acquire button pressed)
Recovery Divine 11 (with Create Mindscape): 1d8 + 4 + 1d6 + 1d4 ⇒ (8) + 4 + (1) + (3) = 16 Recharged and location recharges Blessing of the Lady of Graves
After getting properly zapped. Mavaro takes a break in the gardens to take solace in either Osiris or Pharasma, whoever will have what's left of his soul.
Hand: The Missing Eye, Vestments of False Faith, Cure, Shadowless Sword, Planchette, Blessing of Abadar, Harrow Deck, Aegis of Recovery,
On Top: Heister
Displayed: VARANTHE THE PARALYZER,
Deck: 12 Discard: 5 Buried: 2
Notes: Blessings and Cure available
Skills and Powers:SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [X] +1 [X] +2 [X]+3
Intelligence d8 [X] +1 [X] +2 [X] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Charisma 1d8 + 4
Disable 1d8 + 4
Stealth 1d8 + 4
Diplomacy 1d8 + 4Hero Points: 6
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).
Board Status
Most Recent BR RefreshNotes for Ezren: Create Mindscape displayed at Garden of Symmetry
Chisisek's Tomb CLOSED
Hall of Blessed Rebirth CLOSED
Ezren, Aric - SHUFFLED Peasant Tombs CLOSED
Mausoleum CLOSED
Embalming Parlor CLOSED
Seoni, Raz - Sepulcher of the Servant 1-2 remain // 1=Elemental Skin 2= Royal Naga
Mavaro - Garden of Symmetry 2-5 remain // 2=Baited Jewel Box
Seoni-EmpTyger |
Hourglass 1: Grand Lodge o’clock
Raz may recharge a random discarded ally
Moving to Garden of Symmetry
Seoni left the negotiations with the Grand Lodge in Raz’s more than capable hands.
Exploring Garden of Symmetry 2: Baited Jewel Box
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Revealing Headband of Alluring Charisma, using Create Mindscape
Craft 8+6=14 (18): 1d12 + 5 + 1 + 1d4 ⇒ (11) + 5 + 1 + (4) = 21
Garden of Symmetry: Recharging Coordinated Blast.
Baited Jewel Box is banished. Drawing Random Item 1: Healer's Kit
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.
In the mindscape, the box’s asymmetry made its purpose immediately obvious to Seoni. “It’s just a healer’s kit.”
Ending turn
Hand: Fire Snake, Dimension Leap (banish to recovery at start of encounter to move Seoni to/from encounter location), Game of Afterlife (banish to recovery to banish displayed curse), Headband of Alluring Charisma, Horn Lamellar, Healer's Kit,
Displayed: Xandhul Bloodsbane III, Freed Soul,
Deck: 19 Discard: 0 Buried: 1
Notes:
Ask before using:
Can use without asking: Game of Afterlife; Dimension Leap
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [X] +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) ([X] +2) ([X] +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: 7
Summary:
Random Item 1 (Healer’s Kit) is acquired.
Garden of Symmetry 2 is banished.
Raz may recharge a random discarded ally.
Seoni is at Garden of Symmetry.
Notes for Ezren: Create Mindscape displayed at Garden of Symmetry
Notes for Raz: Can recharge a random Ally
Chisisek's Tomb CLOSED
Hall of Blessed Rebirth CLOSED
Ezren, Aric - Peasant Tombs CLOSED
Mausoleum CLOSED
Embalming Parlor CLOSED
Raz - Sepulcher of the Servant CLOSED
Mavaro, Seoni - Garden of Symmetry 3-5 remain
Ezren Z. |
Off turn: On Mavaro's turn, display Create Mindscape at Garden.
It is the hour of Bastet Not Basic, so Daybane has no effect
Move: Garden of Symmetry
Location Power: When you attempt a check, recharge a card for each die that has an odd result.
Display Magical Mansion
Ezren power: after playing Arcane spell, examine top of own deck - Hearth Elemental
Free explore: use Mansion for healing
Healing: 1d4 + 1 ⇒ (2) + 1 = 3
Discard Blessing of the Elements to explore
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.
Send Fire Snake to Recovery to use Arcane
Ezren power: after playing Arcane spell, examine top of own deck - Bound Imp
Arcane 10, mindscape, spellbook: 1d12 + 6 + 1d4 + 1d4 ⇒ (11) + 6 + (1) + (3) = 21
Location Power: recharge 3 cards: Chain Lightning, Spite Cloud, Monstrous Physique
Ezren Power: When a character acquires a boon, that character may banish it to draw 1 random non-Basic (i.e. not level 0) and non-Elite (i.e. not level 1-3) boon of that type from the box. draw Random Spell 4 (1-3 are not level 4+), which is Smite Abomination.
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.
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.
Wis 12, mindscape: 1d6 + 1d4 ⇒ (5) + (2) = 7
Location Power: recharge 1 card: Smite Abomination
Ask Mavaro to play Cure to heal Ezren
Healing: 1d4 + 1 ⇒ (4) + 1 = 5
Discard Sand Elemental to explore
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.
Ask Mavaro for Abadar
Divine 6: 2d4 ⇒ (4, 3) = 7
Acquired and Transmogrified to Random Blessing TBD
Location power: recharge Random Blessing TBD
Location is empty but Ezren cannot close due to not having 2 cards of the same type to recharge.
End turn
Recovery Phase:
Recharge Fire Snake? Arcane 8, mindscape: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9
Location power: recharge Spellbook
Ezren power: Before you reset your hand, you may reveal a spell (N/A NO SPELLS IN HAND) to treat your hand size as 3, 7, or 10 until the end of the turn.
Reset Hand
Curse of Poisoning: 1d7 ⇒ 2 Chain Lightning is recharged
"Board Status
Most Recent BR Refresh
BR: need one more Blessing (level 4+) for Ezren
Notes for Raz: Can recharge a random Ally
Notes for Mavaro: Used Cure, Blessing of Abadar
Chisisek's Tomb CLOSED
Hall of Blessed Rebirth CLOSED
Ezren, Aric - Peasant Tombs CLOSED
Mausoleum CLOSED
Embalming Parlor CLOSED
Raz - Sepulcher of the Servant CLOSED
Mavaro, Seoni - Garden of Symmetry no cards left in location remain // Mindscape and Magical Mansion are displayed here"
"
Hand: Vision, Named Bullet, Monstrous Physique, Hearth Elemental, Unwrapped Harmony, Blessing of the Elements,
Displayed: Curse of Poisoning, Curse of Daybane, Create Mindscape, Magical Mansion,
Deck: 14 Discard: 1 Buried: 2
Current Location: Garden
Hero Points: 2
Paizo merch reroll: Used
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)
Middle of Deck (Unknown Order): Akhentepi's Armor, Spite Cloud, Scrying, Disintegrate, Channel the Gift, Smite Abomination, Bound Imp, Samisen of Oracular Vision, Ice and Fire, Acadamae Scholar
Recharged: Random Blessing TBD, Fire Snake, Spellbook, Chain Lightning (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)
BR Vincent |
Ezren’s random blessing:
MM Blessing 6
Traits: Divine Ptah
To Acquire: Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Aric - 勝20100 |
Aric moves to Garden of Symmetry.
No move, no free exploration.
Close: Recharge Shadowless Sword and Vampiric Backsword +3.
All locations are closed and it’s a win Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III displayed.
BR Vincent |
Perhaps Dolreshi whispered into the right rotting ears, or perhaps your tongue is simply more silver than you thought. Either way, you invented elaborate schemes to attribute to Nightcrescent, and you convinced three high-ranking members of the Bellator Mortus to gather evidence about the vampire’s alleged plots against their masters. The guards are waiting for your signal at their posts, practically salivating at the thought of subduing a Blood Lord and reaping their benefactors’ generous rewards.
Now comes the hard part.
You, two voracious undead women, and one viciously evil man must break into the certainly well-fortified manor home of Stavros Nightcrescent in the heart of Mechitar. Then, you must spark a battle between all parties, slip through the chaos, and steal back the Pathfinder Society’s missing artifacts.
Then you must escape with no one, including the vampire or the guards, aware of your real schemes. Somehow, you must make it out of the undead kingdom alive.
It’s going to be a long day.
BR Vincent |
4-6B: IN DEATH’S SHADOW
In the undead capital, the sun blazes just as crimson when it rises—but crawling beneath your skin are the hisses of the unliving. The city’s ghouls, zombie lords, mummies, and other horrors retire from their predatory night prowls. As a living being, you’re a marked minority in Mechitar. Even though law here protects international traders, you know that not all the city’s inhabitants mind the law. Besides, your forays with the Bellator Mortus are most certainly not protected, since you’ve taken pains to hide your affiliations with Katapesh. Morning makes you feel a bit safer, since you know that fewer undead are roaming the streets.
This morning, however, you feel a distinct lack of comfort. You’re standing in front of Sellortia, a looming manor in the heart of Mechitar that’s built in an Ancient Osiriani style. With fanged gargoyles hanging off the parapets, the manor stands in the shadow of a thousand-foot-tall onyx pyramid—an alcazar of one of the city’s most powerful Blood Lords. Sellortia is the home of Stavros Nightcrescent, himself a powerful figure in Mechitar’s government.
Circling behind you are the undead assassin Varanthe the Paralyzer, the ghast Mortevia Strassel, and the wicked human Xandhul Bloodsbane III. They’re each members of the city’s ruthless Bellator Mortus guard, and they believe you’re about to infiltrate the vampire’s home to gather proof that he plots against their respective masters.
The sickly-sweet smell of bloated meat wafts to your nose, and you know that Varanthe is behind you before you even hear the undead assassin’s rasping voice. “This is it,” she says, her meat shank of a tongue lolling from her desiccated mouth. “That flea Stavros’s home. I hunger for the evidence you promise.”
The ghast slinks up beside you. “Yes,” Strassel sneers. “We’ll crack his ribs and drain every drop of stolen blood from his rosy cheeks. Right?” She turns to Bloodsbane, whose vicious growls expose his teeth filed to points.
You swallow your fear and fix the guards with what you hope is a stern glance. Stick to the plan, you tell them: infiltrate Sellortia, get evidence of Nightcrescent’s plots, and get out. You’ll all share the profits afterward. Little do they know that you have absolutely no intention of slipping past Nightcrescent unnoticed.
In fact, you’re counting on the vampire to start a fight.
DURING THIS SCENARIO
After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Raz the Noble |
Griffon upgrade replaces one of my Warhorses. Take Loot: Life Lantern, swapping out Belt of Charging. visit Sunburst Marker, and trade Impervious Fortress Plate for a Camel. Start with the group.
Hand: Camel, Retriever, Flaming Longsword +3, Tripartite Spear +2, Hatchetbird, Frost Lance +2,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 7
Shirt reroll: not used
NOTES:
Available Support: Use any/all. Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth 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
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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.
□ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []
BR Vincent |
Traders
Ghoul Market
Seoni, Zelhara
MM Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14
Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
MM Armor 6
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 12
Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result. Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
MM Armor 6
Traits: Light Armor Magic Pharasma
To Acquire: Constitution Fortitude Wisdom Divine 13
Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location. When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die. If proficient with light armors, recharge this card to examine the top card of your deck. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Agymah
Ezren, Nyctessa
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.
MM Spell 6
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane Wisdom Divine 14
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
MM Spell 6
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane Wisdom Divine 13
For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen 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 15 check to recharge this card instead of discarding it.
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
Henchmen: Random allies.
VARANTHE THE PARALYZER displayed:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Closing encounters
Henchman
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
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 scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 0, Ezren/AbrahamZ
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
Monsters
MM
Monster 6
Traits:
Undead
Mummy
To Defeat:
Combat 23
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, bury your discard pile, then shuffle this card into a random open location deck.
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.
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
Damage dealt by the Quicksand Bunyip may not be reduced.
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.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Barriers
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
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.
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
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.
Weapons
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.
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.
MM
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.
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.
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.
Spells
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.
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.
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.
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Armors
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.
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.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
Items
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.
MM
Item 6
Traits:
Object
Magic
Undead
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to your check against a monster that has the Undead trait.
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
MM
Item P
Traits:
Accessory
Magic
To Acquire:
Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
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.
Allies
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal
Alchemist
To Acquire:
Charisma
Diplomacy 15
Display this card. While displayed, you may add 1d6 to Craft, Disable, or Perception checks by any character at your location. When you suffer a scourge, bury this card.
MM
Ally 4
Traits:
Aberration
Naga
To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any number of items from your discard pile.
Discard this card to explore your location.
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.
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.
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
Blessings
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
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.
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.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 1
[b]Hourglass
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #7: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Nyctessa - 勝20100 |
Loot:
Freed Soul instead of Reveler
Eruption instead of Deathgrip
Use reward to grab Blessing of Anubis to replace Blessing of Achaekek.
Trader: grab Dune of Doom, replacing Iceblade Spelldagger and Pyrotechnic Blast.
Location: waiting a bit on what the group decides. Might go to Hall of Winged Chaos or Hall of the Crocodile Kings.
Not really interested by any displayed cards.
Hand: Dune of Doom, Marionette, Ring of Rat Fangs, Binder's Tome, Sand Elemental, Blessing of Norgorber, Blessing of Isis, Blessing of Anubis,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: ?
Hero Points: 4
Middle of Deck (Unknown Order): Blessing of Urgathoa, Animated Zombie, Freed Soul, Animated Skeleton, Summon Hellhounds, Animate Dead, Evocation Staff, Blessing of the Seventh Vail, Eruption, Volcanic Storm, Brand of Hobbling, Create Mindscape
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
Seoni-EmpTyger |
Hero Point: Card Feat: 6 allies (taking Apprentice)
Upgrading Blessing 3 of Gozreh into Blessing 6 of the All-Seeing Eye
Replacing Apprentice with Loot Erayu
Replacing Dimension Leap with Loot Disable Mechanism
Ghoul Market: Trading Item 5 Bottled Lightning for Armor 6 Gravewatcher Chain Mail
Starting at Raz's location
Displaying Varanthe the Paralyzer
Standing between Erayu and Varanthe, Seoni couldn't help but reflect on the variety of allies her had accumulated. "All beings are seen by Nethys," advised cleric Eltin. The sorcerer's borrowed armor glowed with lightning. "But Pharasma is the one who will reveals them," she said smugly. Their foes' locations were known. She awaited Raz's inevitable charge into battle.
Hand: Erayu, Sand Elemental (recharge to prevent Cold/Fire damage), Blessing of the Lady of Graves (discard to doublebless Undead/bury after roll to add or subtract WIS die; discard if Pharasma hour), Wall of Fire, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Coordinated Blast (banish to recovery for +1d12+6 to local defeat),
Displayed: Varanthe the Paralyzer,
Deck: 16 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Lady of Graves
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Disable Mechanism; Coordinated Blast; Sand Elemental
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [X] +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) ([X] +2) ([X] +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: 7
Ezren Z. |
Traders: trade Walking Stick and Death's Touch 2 (a level 5 spell) for Canopic Conversion.
Loot:
Unwrapped Harmony (trade Apprentice for this)
Akhentepi's Armor (trade Shield Cloak)
Vision (trade Cloudburst)
Sand Elemental (trade Acadamae Student)
Displayed Henchmen:
display Mortevia
Starting location: Hall of the Crocodile Kings
"
Hand: Fire Snake, Channel the Gift, Vision, Chain Lightning (Core), Samisen of Oracular Vision, Staff of Greater Necromancy, Bound Imp,
Displayed: MORTEVIA STRASSEL,
Deck: 14 Discard: 0 Buried: 0
Current Location: Eternal Arena
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)
Middle of Deck (Unknown Order): Spellbook, Death's Touch (Core) 1, Disintegrate, Create Mindscape, Arcane Robes, Akhentepi's Armor, Ice and Fire, Sand Elemental, Scrying, Canopic Conversion, Unwrapped Harmony, Acadamae Scholar, Wand of Flying, Magical Mansion
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)
Inquisitor Zelhara |
Starting where most other characters are, which sounds like it will be where ever Raz starts.
Will Display Xandhul unless someone else wants it
Replacement Cards
Ghoul Market: Elemental Brass Mail Replaces Writhing Armor
Sunburst Market: Druid of the Hive Replaces Blade Lash
Loot Blessing: Blessing of the Lady of Graves Replaces Blessing of Wadjet
Hand: Venture-Captain, Blessing of Norgorber, Steal Soul, Hungry Ghost Monk, Hangman's Noose, Blessing of the Lady of Graves,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Blessings Available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
Intelligence d6 [ ] +1
Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Wisdom +1
Perception: Wisdom +3
Charisma d6 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2
Hero Points: 6
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.
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
Henchmen: Random allies.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 5
Turn: 1, Aric/20100
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
Monsters
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits.
Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.
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.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
MM
Monster 6
Traits:
Undead
Mummy
To Defeat:
Combat 23
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, bury your discard pile, then shuffle this card into a random open location deck.
Barriers
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
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.
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.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
MM
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.
Weapons
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.
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.
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.
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
MM
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.
Spells
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.
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.
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.
MM
Spell 6
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen 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 15 check to recharge this card instead of discarding it.
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.
Armors
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.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 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.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Items
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.
MM
Loot 6
Type: Item
Traits:
Object
Magic
Divine
To Acquire:
None
Reveal this card to reduce damage dealt to you by 1.
Bury this card to reduce all damage dealt to you by a bane to 0.
Recharge this card to move.
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
MM
Item 1
Traits:
Staff
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge a random card from his discard pile.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Allies
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.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
MM
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check by a character at another location.
Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck.
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.
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.
Blessings
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
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.
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.
Current Hour:
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.
Hours Remaining: 29
Hourglass
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 of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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 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 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 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 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
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 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.
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
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.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Aric/20100, Raz/eddiephlash, Mavaro/NathanDavis, None
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.
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.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
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.
MM
Item 6
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Suvival 13
Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
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.
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.
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.
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Sphinx
Cleric
To Defeat:
Divine 16
OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8.
Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
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.
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
Location #7: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
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.
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.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
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.
Nyctessa - 勝20100 |
Hourglass: Abadar
Explore and encounter
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.
Put Marionette in recovery and choose to ignore the Construct immunities. Reveal Binder's Tome to add a d4
Combat 18: 1d10 + 6 + 3d6 + 1d4 ⇒ (6) + 6 + (6, 5, 3) + (1) = 27
On banishing, choose to draw the monster. No card to heal.
Discard Blessing of Isis to explore, encountering
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.
Discard Blessing of Anubis to bless and the Poison trait, location adds a die due to the poison trait.
Wisdom 5+##=17: 3d8 + 1 ⇒ (2, 8, 5) + 1 = 16
Use product reroll on the 2
Wisdom 5+##=17: 1d8 + 14 ⇒ (7) + 14 = 21
Defeated.
Discard blessing of Norgorber to explore.
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: 1d4 ⇒ 4
Acquired. Use Ezren power and draw Blessing of Ptah.
Discard Blessing of Ptah to explore.
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.
Blessing of Ptah adds a die vs the barrier during exploration.
Intelligence 13: 2d10 + 4 ⇒ (7, 3) + 4 = 14
Barrier banished.
Discard Sand Elemental to explore.
MM
Item 6
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Suvival 13
Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
Zelhara plays Blessing of Norgorber to bless twice
Intelligence 13: 3d10 + 4 ⇒ (4, 3, 1) + 4 = 12
Use 4-5B reward and bury mummy golem to add 2 and succeed at the check.
End turn.
Marionette recovery, Arcane 11: 1d10 + 6 ⇒ (5) + 6 = 11 recharged
Draw 4 cards
During next turn: recharge Animated Skeleton to draw a new monster: Hollow Serpent (lvl 6)
Hand: Dune of Doom, Volcanic Storm, Brand of Hobbling, Ring of Rat Fangs, Binder's Tome, Carpet of Flying, Evocation Staff, Hollow Serpent (lvl 6),
Displayed:
Deck: 10 Discard: 5 Buried: 1
Current Location: Hall of the Crocodile Kings
Hero Points: 4
NOTES:
Available Support: Banish monsters to add their level×d4 to local check vs monsters or allies
Movement: Will usually avenge against monsters
Other: Used product reroll
Middle of Deck (Unknown Order): Animated Zombie, Blessing of Urgathoa, Summon Hellhounds, Eruption, Freed Soul, Blessing of the Seventh Vail, Create Mindscape, Animate Dead
Recharged: Marionette, Animated Skeleton,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 2, Raz/eddiephlash
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
Monsters
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.
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
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.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
Barriers
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.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
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.
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.
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.
Weapons
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.
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.
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.
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.
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.
Spells
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.
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.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
Armors
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.
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Craft
Divine 12
Reveal this card to reduce all damage dealt to you by 2.
Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
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.
Items
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.
MM
Item P
Traits:
Accessory
Magic
To Acquire:
Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
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.
MM
Item 6
Traits:
Object
Magic
Khepri
To Acquire:
Wisdom
Survival 10
Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait.
Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check.
Bury this card to add 1d8 and the Poison trait to your combat check.
Allies
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
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.
Blessings
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
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.
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.
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.
Current Hour:
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hours Remaining: 28
Hourglass
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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 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 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 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 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
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 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.
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
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.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Aric/20100, Raz/eddiephlash, Mavaro/NathanDavis, None
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
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.
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.
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.
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Sphinx
Cleric
To Defeat:
Divine 16
OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8.
Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
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.
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
Location #7: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
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.
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.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
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.
Raz the Noble |
Start turn. Hour is Elements. Explore: Wyvern Poison. Auto fail with my d4 Int.
Discard Retriever to explore: Brass Golem.
BYA Fire/Acid target (RMSEA): 1d5 ⇒ 3: Seoni!
Fire/Acid Damage Amount: 1d4 ⇒ 1
Seoni takes 1 fire/acid damage. Reveal and discard Frost Lance. Recharge Hatchetbird.
Combat 24: 1d8 + 6 + 1d8 + 2 + 2d8 + 1d6 ⇒ (1) + 6 + (2) + 2 + (6, 4) + (3) = 24 Success!
AYA Fire/Acid Damage: 1d4 ⇒ 1 We all take this damage
I discard Flaming Longsword for damage. Attempt to close, summon Acid Pool. Discard top of deck for paladin power: Pegasus - recharged. Ask for Seoni's Coordinated Blast.
Wis 9 + # = 15: 1d6 + 1 + 1d6 + 2 + 1d12 + 6 ⇒ (5) + 1 + (4) + 2 + (9) + 6 = 27 Success!
Hall of the Crocodile Kings closed. WPC, Draw: Sistrum of Bastet. End turn, add monster to 5PS, reset hand, drawing 3.
Hand: Camel, Tripartite Spear +2, Sistrum of Bastet, Warhorse, Ring of Stony Flesh, Life Lantern,
Displayed:
Deck: 14 Discard: 3 Buried: 0
Hero Points: 7
Shirt reroll: not used
NOTES:
Available Support: Use any/all. Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth 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
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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.
□ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []
Raz the Noble |
Retcon to encounter a Shendakut instead of the Brass Golem. Here's my hand at that time:
Hand: Camel, Flaming Longsword +3, Tripartite Spear +2, Hatchetbird, Frost Lance +2,
Displayed:
Deck: 17 Discard: 1 Buried: 0
Hero Points: 7
Shirt reroll: not used
NOTES:
Available Support: Use any/all.
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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.
□ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
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] [] []
Shendakut. For diplo check, discard top card for paladin power: Pegasus - recharged. Ask for Zelhara's Lady of the Graves to double bless.
BYA Diplo 20: 3d10 + 4 + 1d6 + 2 ⇒ (7, 2, 7) + 4 + (1) + 2 = 23 Success!
The attempt was not overkilled by 6, so suffer a scourge
Scourge: 1d10 ⇒ 10: Curse of the Mummy
Since Shendakut was not a closing henchman, I'll continue. Discard Camel to explore: Caravan Raider. Reveal Frost Lance, reveal hatchetbird for charge, recharge it for its combat power.
Combat 9+#=15: 1d8 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 ⇒ (4) + 6 + (5) + 2 + (4) + 2 + (3) = 26 Defeated!
End turn, reset hand drawing 3.
Hand: Flaming Longsword +3, Tripartite Spear +2, Frost Lance +2, Sistrum of Bastet, Warhorse, Ring of Stony Flesh,
Displayed: Curse of the Mummy,
Deck: 15 Discard: 2 Buried: 0
Hero Points: 7
Shirt reroll: not used
NOTES:
Available Support: Use any/all.
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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.
□ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
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] [] []
TL;DR of the retcon.
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 3, Mavaro/NathanDavis
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
Monsters
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.
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.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits.
Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.
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.
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Barriers
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
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.
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.
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.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Weapons
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait.
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.
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.
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.
Spells
MM
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.
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.
Armors
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.
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.
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.
MM
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
MM
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Items
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.
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.
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.
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.
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.
Allies
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.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
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.
MM
Ally B
Traits:
Animal
Acid
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Acid trait to your combat check.
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
Blessings
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
Current Hour:
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.
Hours Remaining: 27
Hourglass
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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 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 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 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 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
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 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.
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
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.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Aric/20100, Raz/eddiephlash, Mavaro/NathanDavis, None
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.
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.
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
Location #7: 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: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
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.
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.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
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.
Inquisitor Zelhara |
Off turn, discard Blessing of Norgorber and Blessing of the Lady of Graves. On defeat of Shendakut, display Steal Soul
Hour of Ra
Free explore and encounter Blast Glyph
Steal Soul. Seoni's Disable Mechanism
Wisdom 12: 1d10 + 4 + 1d4 + 2d8 ⇒ (4) + 4 + (2) + (4, 4) = 18 Banished!
Discard Hungry Ghost Monk to explore and encounter Idorii
Steal Soul. Reveal Nyctessa's Binder's Tome
Diplomacy 9: 1d6 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (2) + (1) = 9 Acquired, then banished and transmogrified into Cloud Elemental (acquired on ACG site).
Location Empty. Attempt to Close. Steal Soul. Seoni's Coordinated Blast
Wisdom 9+6: 1d10 + 4 + 1d4 + 1d12 + 6 ⇒ (9) + 4 + (3) + (3) + 6 = 25
On close, draw Striking Wing Scimitar. nice one! Also, reveal Venture Captain to examine Eternal Arena: Girtablilu Ranger (Trigger!). Encounter it
BA Poison Damage: 1d4 ⇒ 1 Discard Cloud Elemental, then Pain Taster, and draw Wayfinder, then heal Cloud Elemental
Reveal Hangman's Noose. Reveal Nyctessa's Binder's Tome. Steal Soul
Combat 17+3: 1d10 + 5 + 2d4 + 1 + 1d4 + 1d4 ⇒ (7) + 5 + (1, 3) + 1 + (4) + (2) = 23 Banished!
Recharge Wayfinder to move to Eternal Arena and examine:
Eternal Arena Card 2: Sands of Time
Eternal Arena Card 3: Dance of the Dead (Trigger!). Shuffle a random monster that has the Undead trait from the box into each open location deck. You are welcome.
End of turn, Five-Pointed Sun gets another monster
Bury Hungry Ghost Monk to heal Blessing of the Lady of Graves and Blessing of Norgorber
Hand: Venture-Captain, Thousand Stings Whip, Striking Wing Scimitar, Blessing of the Pallid Princess, Hangman's Noose, Swipe,
Displayed: XANDHUL BLOODSBANE II, Steal Soul,
Deck: 15 Discard: 0 Buried: 1
Notes: Blessing and Swipe Available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
Intelligence d6 [ ] +1
Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Wisdom +1
Perception: Wisdom +3
Charisma d6 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2
Hero Points: 6
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.
Seoni-EmpTyger |
(During Raz's turn)
Random Monster 1 is reloaded into Five-Pointed Sun
(During Zelhara's turn)
Random Undead Monsters TBD are shuffled into locations.
Random Monster 2 is reloaded into Five-Pointed Sun
Recovery: Nyctessa reveals Binder's Tome
Arcane 12: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15
Disable Mechanism is recharged. Nyctessa reveals Binder's Tome
Arcane 12: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (1) = 9
Coordinated Blast is discarded
It had been a while since Zelhara had seen Seoni, and the mystic was showing off her new tattoos. "*I* am a blast glyph."
(Seoni's turn)
Hourglass 1: Ptah o'clock
Giving Erayu to Ezren
Maftet / Aristocrat
Recharge this card to add 1d10 to your Intelligence check.
Discard this card and you may recharge any number of cards; then you may explore your location. During this exploration, add 1d8 to your Intelligence checks.
Moving to Five-Pointed Sun
Reinforcements were streaming in. Seoni sized up the situation. "I have a plan."
Erayu realized what she intended. "Seoni, a sorcerer is not a tank. If you go in, you are not coming back out." Everyone had a horrified look on their faces. (Except for Zelhara, who seemed perversely excited at what was about to happen.)
Without a second glance, the sorcerer flung herself into the breach.
Exploring Random Monster 2: Bonestorm
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.
Displaying Wall of Fire, undead
Combat 17 (21) (23): 1d12 + 6 + 2d10 ⇒ (5) + 6 + (7, 6) = 24
Bonestorm is banished
With a wave of her hands, Seoni sealed the entrance with a wall of fire. The swarm of reinforcements ceased.
Ending turn.
Cold: 1d4 ⇒ 1
Five-Pointed Sun: Recharging Sand Elemental to prevent Cold damage
Recovery:
Arcane 13: 1d12 + 6 ⇒ (12) + 6 = 18
Wall of Fire is recharged
Resetting hand
The fire-blasted sands kept Seoni warm, for now. The cold was gathering. But the door was shut.
Hand: Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Fire Snake, Blessing of the Lady of Graves (discard to doublebless Undead/bury after roll to add or subtract WIS die; discard if Pharasma hour), Surgeon (recharge to heal 1 local card), Life Leech, Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA),
Displayed: Varanthe the Paralyzer,
Deck: 14 Discard: 1 Buried: 0
Notes: Seoni is locking down Five-Pointed Sun
Ask before using:
Can use without asking: Blessing of Achaekek; Blessing of the Lady of Graves; Binder's Tome; Surgeon
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [X] +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) ([X] +2) ([X] +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: 7
Summary:
Random Monster 2 is banished.
Ezren receives Erayu.
Seoni is at Five-Pointed Sun.
Seoni - SHUFFLED Five-Pointed Sun 1-2 + Random Undead + Random Monster 1 remain // Aiveria
SHUFFLED Forgery of Ra 1-10 + Random Undead remain // Mockery of Ra
SHUFFLED Hall of Winged Chaos 1-10 + Random Undead remain // Thundercloud of Set
Ezren, Nyctessa, Raz -
Zelhara - SHUFFLED Eternal Arena 2-10 + Random Undead remain // Brass Golem, Sands of Time, Dance of the Dead
SHUFFLED Ruined Temple 1-10 + Random Undead remain // Usij Ghul
SHUFFLED Guardian Vault 1-10 + Random Undead remain // Sky Pharaoh Guardian
Ezren Z. |
Off turn: Receive Erayu from Seoni (thx!).
At the end of Seoni's turn (still Ptah o'clock), send Vision to Recovery to examine (shuffled) Guardian Vault. Random Undead Monster is Card 11.
Location Power at Ezren's location (closed Hall of Crocs): none
Location Power at GV: If you move to this location, you are dealt 2 Poison damage. (n/a)
Shuffled Guardian Vault: 1d11 ⇒ 9 Axe of the Imperative
Shuffled Guardian Vault: 1d11 ⇒ 2 Corridor Dart Trap
Shuffled Guardian Vault: 1d11 ⇒ 6 Ice Storm
Shuffled Guardian Vault: 1d11 ⇒ 4 Bonecrusher Hunter Trigger!
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.
Display Chain Lightning
Combat 9+3+6=18, nyc's binder's tome: 1d12 + 6 + 3d6 + 1d4 ⇒ (10) + 6 + (3, 5, 2) + (1) = 27 banished
Ezren power: after playing Arcane spell (Chain Lightning), examine top of own deck - Disintegrate - draw it.
Continue with Vision examine
Shuffled Guardian Vault: 1d11 ⇒ 2
Shuffled Guardian Vault: 1d11 ⇒ 11 Random Undead Monster TBD
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits.
Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.
Adventure Powers: When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
Adventure power: recharge a card - Erayu
BYA: discard a random card - Staff of Greater Necromancy (not an ally)
Combat 16 (22), chain lightning: 1d12 + 6 + 3d6 ⇒ (3) + 6 + (6, 1, 1) = 17 Banished but suffer a scourge
Scourge: 1d10 ⇒ 5 Curse of the Ravenous
Continue with Vision
Shuffled Guardian Vault: 1d10 ⇒ 7 Knot of Isis (trigger, but n/a)
Shuffled Guardian Vault: 1d10 ⇒ 8 Hand of Glory
Shuffled Guardian Vault: 1d10 ⇒ 9
Shuffled Guardian Vault: 1d10 ⇒ 8
Shuffled Guardian Vault: 1d10 ⇒ 2
Shuffled Guardian Vault: 1d10 ⇒ 6
Shuffled Guardian Vault: 1d10 ⇒ 9
Shuffled GV (remaining cards not yet examined), 1=1, 2=3, 3=5, 4=10: 1d4 ⇒ 4 Blessing of Pharasma
Shuffled GV (remaining cards not yet examined), 1=1, 2=3, 3=5: 1d3 ⇒ 3 Telekinetic Enucleation Trigger!
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.
Ask Raz to Rechage Sistrum
Ask Zelhara for Pallid Princess
Send Fire Snake to Recovery to use Arcane
Arcane 16: 2d12 + 6 + 1d4 ⇒ (7, 2) + 6 + (2) = 17 Whew, glad I used Fire Snake for the extra +2! Banished.
Ezren power: after playing Arcane spell (Fire Snake), examine top of own deck - Arcane Robes
Shuffled GV (remaining cards not yet examined), 1=1, 2=3: 1d2 ⇒ 1 Fire Gecko
Only remaining card in the stack is #3 - Sky Pharaoh Guardian (not Undead, so no trigger to encounter).
Ezren power: after playing Arcane spell (Vision), examine top of own deck - still Arcane Robes
Send Bound Imp to Recovery to draw 2 cards: Arcane Robes and Death's Touch
Recharge Samisen to examine top 3 cards of Ruined Temple; Random Undead monster is Card 11
Location Power at Ezren's location (closed Hall of Crocs): none
Location Power at RT: When you play a card that has the Divine trait, bury it. (n/a because Ezren is not at RT)
Shuffled Ruined Temple: 1d11 ⇒ 9 Necklace of Fireballs
Shuffled Ruined Temple: 1d11 ⇒ 8 Augury
Shuffled Ruined Temple: 1d11 ⇒ 4 Blessing of the Ancients
End of Seoni's turn.
Recharge Vision? Arcane 15: 1d12 + 6 ⇒ (10) + 6 = 16
Recharge Fire Snake? Arcane 8: 1d12 + 6 ⇒ (12) + 6 = 18
Recharge Bound Imp? Arcane 8: 1d12 + 6 ⇒ (2) + 6 = 8
Start of Ezren's turn!
It is the hour of the Ancients.
Send Channel the Gift to Recovery to search deck for Vision, draw it, shuffle deck
Ezren power: after playing Arcane spell (Channel the Gift), examine top of own deck - Magical Mansion - draw it.
Send Vision to Recovery to examine Forgery of Ra
Location Power at Ezren's location (closed Hall of Crocs): none
Location Power at Forgery of Ra: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
Random Undead Monster is card 11
Shuffled Forgery of Ra: 1d11 ⇒ 2 Sightless Starvation Trigger!
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
Note: there are two powers that require this card to be encountered when examined. The card itself has this power "When you examine this card, encounter it." And the Adventure has the power "When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined." I *think* I can choose which order to execute these two, and if the result of the first encounter is that the card gets banished (as it will, regardless of the result, because of the card's own text), then the second encounter would not occur. I'm going to proceed on that assumption but I might have to retcon if that's incorrect.
First check is irrelevant because Ezren already has Curse of the Ravenous - autofail a Survival 12 check - display Curse of the Ravenous - banish the previously displayed Curse of the Ravenous.
Ask Seoni for Lady of Graves
Int 12 (18): 3d12 + 4 ⇒ (12, 2, 5) + 4 = 23
Per the barrier's text: now banish the card and it is defeated. As I understand it, this means that the Adventure Power ("When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.") is now irrelevant and does not occur.
Continue with Vision
Shuffled Forgery of Ra: 1d11 ⇒ 6 Collapsing Sphinx Trigger!
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Recharge hand
Reset hand, drawing 7 cards
Mental dmg: 1d4 ⇒ 1 Discard Wand of Flying for 1 Mental dmg
Collapsing Sphinx is NOT encountered (nothing in the trigger says to encounter it and it doesn't have the Undead trait).
Continue with Vision
Shuffled Forgery of Ra: 1d11 ⇒ 5 Ammut
Shuffled Forgery of Ra: 1d11 ⇒ 9 Maftet Hunter
Shuffled Forgery of Ra: 1d11 ⇒ 5
Shuffled Forgery of Ra: 1d11 ⇒ 11 Random Undead Monster
Random Monsters 4 & 5 don't have the Undead trait. Pausing turn to get an Undead monster.
Note to self: after encountering Random Undead Monster (card 11 at Forgery of Ra), still need to complete Vision examination of Forgery of Ra.
Current Board State (mid turn):
"Board Status
Most Recent BR Refresh
Seoni - SHUFFLED Five-Pointed Sun 1-2 + Random Undead + Random Monster 1 remain // Aiveria
SHUFFLED Forgery of Ra 6, 5, 9, 11, then shuffled 1, 3-4, 7-10 (+ 11=Random Undead) remain // 6=Collapsing Sphinx; 5=Ammut; 9=Maftet Hunter; 11=Random Undead Monster; Mockery of Ra
SHUFFLED Hall of Winged Chaos 1-10 + Random Undead remain // Thundercloud of Set
Ezren, Nyctessa, Raz - Hall of the Crocodile Kings CLOSED
Zelhara - SHUFFLED Eternal Arena 2-10 + Random Undead remain // Brass Golem, Sands of Time, Dance of the Dead
SHUFFLED Ruined Temple 9, 8, 4, then shuffled 1-3, 5-7, 10 + Random Undead remain // 9=Necklace of Fireballs; 8=Augury; 4=Blessing of the Ancients; Usij Ghul
Guardian Vault 9, 2, 6, 7, 8, 10, 1, 3 remain // 9=Axe of the Imperative; 2=Corridor Dart Trap; 6=Ice Storm; 7=Knot of Isis; 8=Hand of Glory; 10=Blessing of Pharasma; 1=Fire Gecko; 3=Sky Pharaoh Guardian"
"
Hand: Create Mindscape, Scrying, Canopic Conversion, Samisen of Oracular Vision, Acadamae Scholar, Erayu,
Displayed: MORTEVIA STRASSEL, Chain Lightning (Core), Curse of the Ravenous,
Deck: 11 Discard: 2 Buried: 0
Current Location: Hall of the Crocodile Kings
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)
Middle of Deck (Unknown Order): Unwrapped Harmony, Spellbook, Sand Elemental, Fire Snake, Akhentepi's Armor, Ice and Fire, Bound Imp
Recharged: Magical Mansion, Disintegrate, Death's Touch (Core) 1, Arcane Robes,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)
Ezren Z. |
Continuing Ezren's turn:
It is (still) the hour of the Ancients
MM Monster 5
Traits: Trigger Undead
To Defeat: Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Adventure Powers: When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
Forgery of Ra Location Power: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
Once again, there are two different triggers that occur on examination: the Adventure Power ("When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined") and the card's own power ("When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.") I *think* that I can choose the order to execute these powers but in this particular case I'm not sure what that would even do?
If I do the Adventure Power first, I recharge a card, then encounter the Ossumental. If I defeat (i.e. banish) it, do I still have to do the second examine power from the Ossumental itself (i.e. 3 characters take 1d4 dmg and then the Ossumental gets shuffled into a location)? How can the card get shuffled into a location if it's been banished?
If I do the Card power first, 3 characters take 1d4 dmg and then it gets shuffled into an open location. In that case, do I still have to do the Adventure power? How can I since that power requires me to encounter the card but it has already been shuffled into a location?
VEXING! I'll pause until this is cleared up by someone with more rules knowledge than me.
Ezren Z. |
Posted my reasoning about this rules question in Discord. In short, since both of these "when examined" powers happen at the same time, I think I get to decide which one to do first, and if the execution of that one makes the second one impossible or inapplicable, then it will no longer apply. I'm going to proceed on that assumption and hopefully it won't require a big retcon!
Applying the Adventure Power "when you examine..." first...
Adventure Powers: When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
Recharge Scrying
Encounter Ossumental
MM Monster 5
Traits: Trigger Undead
To Defeat: Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
BYA, Ezren, Raz, and Nyctessa "must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage." I *think* that the Forgery of Ra location power changes this to Fire dmg? Also, the card is Undead so Nyctessa's bonus should apply for her check.
Dex 13: 1d6 ⇒ 4
Acid Fire dmg: 1d4 ⇒ 3
Mortevia power: recharge a random card to reduce by 2
Random card to recharge is: Create Mindscape
Discard Samisen for 1 Fire dmg
Chain Lightning is still displayed
Recharge Erayu
Combat 19 (25): 1d12 + 6 + 3d6 + 1d10 ⇒ (5) + 6 + (4, 4, 1) + (2) = 22 Ossumental is banished
Scourge: 1d10 ⇒ 5 Curse of the Ravenous again, which Ezren already has, so no effect.
Now, if my rules interpretation is correct, the other "when examined" power (the one from the card itself, specifically "When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.") no longer applies since the card has now been banished. I'm hoping that I've gotten this right...
Continuing with Vision
Shuffled Forgery of Ra: 1d10 ⇒ 7 Fate Blade
Shuffled Forgery of Ra: 1d10 ⇒ 2
Shuffled Forgery of Ra: 1d10 ⇒ 10 Shield Cloak
Shuffled Forgery of Ra: 1d9 ⇒ 4 Shield of Fire Resistance
Shuffled Forgery of Ra: 1d9 ⇒ 7
Shuffled Forgery of Ra: 1d9 ⇒ 2
Shuffled Forgery of Ra: 1d9 ⇒ 4
Remaining cards 1=1, 2=3, 3=8: 1d3 ⇒ 2 Ammut (another one)
Remaining cards 1=1, 2=8: 1d2 ⇒ 2 Mockery of Ra
Last card in the location is card 1: Steel Scorpion (no trigger)
Put all the (remaining) cards in Forgery of Ra back into the location - all the cards and their order are now known.
Ezren power: after playing Arcane spell (Vision), examine top of own deck - Sand Elemental
Move: Guardian Vault
Scenario Power: If your location is open, you may not move. - n/a because Hall of Crocs is closed.
Location Power: If you move to this location, you are dealt 2 Poison damage.
Mortevia power: recharge a random card to reduce by 2
Random card to recharge is: Scholar
Free explore:
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
Str 12: 1d4 ⇒ 2 banished
End turn
Scenario Power: At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck. - n/a because Seoni is there.
Curse of the Ravenous: 1d4 ⇒ 1 No Blessings in Discards so n/a
Chain Lightning goes to Recovery
Recovery Phase:
Recharge Channel the Gift? Arcane 14: 1d12 + 6 ⇒ (7) + 6 = 13
Recharge Vision? Arcane 15: 1d12 + 6 ⇒ (5) + 6 = 11
Recharge Chain Lightning? Arcane 13: 1d12 + 6 ⇒ (5) + 6 = 11
Ezren power: Before you reset your hand, you may reveal a spell (Canopic Conversion) to treat your hand size as 3, 7, or 10 until the end of the turn.
Reset Hand
"Board Status
Most Recent BR Refresh
Notes for Nyctessa, Undead Master: Dexterity/Acrobatics 13 check or 1d4 Fire damage
Notes for Raz: Dexterity/Acrobatics 13 check or 1d4 Fire damage
Seoni - SHUFFLED Five-Pointed Sun 1-2 + Random Undead + Random Monster 1 remain // Aiveria
Forgery of Ra 6, 5, 9, 7, 10, 4, 3, 8, 1 remain // 6=Collapsing Sphinx (examine trigger); 5=Ammut; 9=Maftet Hunter; 7=Fate Blade; 10=Shield Cloak; 4=Shield of Fire Resistance; 3=Ammut (2nd copy); 8=Mockery of Ra; 1=Steel Scorpion
SHUFFLED Hall of Winged Chaos 1-10 + Random Undead remain // Thundercloud of Set
Nyctessa, Raz - Hall of the Crocodile Kings CLOSED
Zelhara - SHUFFLED Eternal Arena 2-10 + Random Undead remain // Brass Golem, Sands of Time, Dance of the Dead (nasty examine trigger)
SHUFFLED Ruined Temple 9, 8, 4, then shuffled 1-3, 5-7, 10 + Random Undead remain // 9=Necklace of Fireballs; 8=Augury; 4=Blessing of the Ancients; Usij Ghul
Ezren - Guardian Vault 2, 6, 7, 8, 10, 1, 3 remain // 2=Corridor Dart Trap; 6=Ice Storm; 7=Knot of Isis; 8=Hand of Glory; 10=Blessing of Pharasma; 1=Fire Gecko; 3=Sky Pharaoh Guardian"
"
Hand: Ice and Fire, Fire Snake, Canopic Conversion, Magical Mansion, Disintegrate, Akhentepi's Armor, Spellbook, Sand Elemental, Bound Imp, Unwrapped Harmony,
Displayed: MORTEVIA STRASSEL, Curse of the Ravenous,
Deck: 6 Discard: 6 Buried: 0
Current Location: Guardian Vault
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn. (Ezren will play this at the start of his next turn so he can take advantage of it too).
Disintegrate: +3d10 vs local check vs Lock/Obstacle barrier
Sand Elemental: recharge to reduce Cold/Fire dmg to 0 (anywhere)
Middle of Deck (Unknown Order): 0
Recharged: Death's Touch (Core) 1, Arcane Robes, Scrying, Create Mindscape, Erayu, Acadamae Scholar,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 6, Aric/20100
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
Monsters
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.
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
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.
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.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Barriers
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.
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.
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.
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.
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
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.
MM
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.
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.
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.
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.
Spells
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.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
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.
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.
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.
Items
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.
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.
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
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.
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.
Allies
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
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.
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.
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card.
MM
Ally 4
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
Blessings
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.
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.
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.
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.
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.
Current Hour:
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.
Hours Remaining: 24
Hourglass
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 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 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
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 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.
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
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.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
MM
Monster 6
Traits:
Undead
Mummy
To Defeat:
Combat 23
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, bury your discard pile, then shuffle this card into a random open location deck.
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/20100, Raz/eddiephlash, None
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/NathanDavis, In deck: Sands of Time, Dance of the Dead
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
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.
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
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.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
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.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
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.
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.
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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
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 #7: 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: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/AbrahamZ, None
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.
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.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Nyctessa - 勝20100 |
During Ezren turn.
Acid damage: 1d4 ⇒ 2
Discard Carpet of Flying and Evocation Staff.
Dexterity 13: 1d6 + 1d8 ⇒ (6) + (4) = 10
Acid damage: 1d4 ⇒ 3
Discard Brand of Hobbling, dune of doom and Hollow Serpent (lvl 6).
Nyctessa - 勝20100 |
Nyctessa’s turn: Blessing of Pharasma.
Move to Eternal Arena
Free exploration:
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Put Volcanic Storm in recovery
Combat 23: 1d10 + 6 + 3d6 ⇒ (5) + 6 + (1, 1, 4) = 17
What a crappy roll…
Use Volcanic Storm power to evade the monster instead.
Monster is shuffled.
End turn:
recovery volcanic storm, arcane 13: 1d10 + 6 ⇒ (6) + 6 = 12 discarded
draw 6 cards
Hand: Animate Dead, Create Mindscape, Ring of Rat Fangs, Binder's Tome, Animated Zombie, Freed Soul, Blessing of the Seventh Vail, Blessing of Urgathoa,
Displayed:
Deck: 4 Discard: 11 Buried: 1
Current Location: Eternal Arena
Hero Points: 4
NOTES:
Available Support: Banish monsters to add their level×d4 to local check vs monsters or allies
Other: Will usually avenge against monsters.
Used product reroll.
Middle of Deck (Unknown Order): Eruption, Summon Hellhounds
Recharged: Marionette, Animated Skeleton,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 7, Raz/eddiephlash
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
Monsters
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.
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.
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.
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.
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.
Barriers
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.
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.
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.
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.
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.
Weapons
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.
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.
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.
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.
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
Spells
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.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Armors
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.
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.
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.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Items
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.
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
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.
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.
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.
Allies
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
MM
Ally B
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
MM
Ally B
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessings
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hour Power:
Current Hour:
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.
Hours Remaining: 23
Hourglass
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 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
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 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.
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
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.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
MM
Monster 6
Traits:
Undead
Mummy
To Defeat:
Combat 23
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, bury your discard pile, then shuffle this card into a random open location deck.
MM
Ally 5
Traits:
Outsider
Elemental
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash, None
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/20100, Mavaro/NathanDavis, In deck: Sands of Time, Dance of the Dead, Shard
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.
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
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.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
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.
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.
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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
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 #7: 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: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/AbrahamZ, None
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.
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.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Nyctessa - 勝20100 |
During Raz’s turn, recharge Animated Zombie to draw a random non-basic monster. (used br site to pick it up)
MM Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait. Before you act, suffer a scourge.
Put Animate Dead in recovery to draw monsters level 1+ until the sum of the level is greater than 6:
Dark Stalker (level 2)
Sard (level 6)
End of Raz’s turn:
animate dead recovery, arcane 13: 1d10 + 6 + 1d8 ⇒ (9) + 6 + (6) = 21 recharged
Hand: Create Mindscape, Ring of Rat Fangs, Binder's Tome, Freed Soul, Blessing of the Seventh Vail, Blessing of Urgathoa, Vanth (level 2), Dark Stalker (level 2), Sard (level 6),
Displayed:
Deck: 6 Discard: 11 Buried: 1
Current Location: Eternal Arena
Hero Points: 4
NOTES:
Available Support: Banish monsters to add their level×d4 to local check vs monsters or allies
Other: Will usually avenge against monsters.
Used product reroll.
Middle of Deck (Unknown Order): Summon Hellhounds, Eruption
Recharged: Marionette, Animated Skeleton, Animated Zombie, Animate Dead,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
Ezren Z. |
Retcons to Ezren's turn:
On Sightless Starvation, I should have recharged a card (due to the Adventure Power and Undead trait) but since I immediately recharged my whole hand just after that (from Collapsing Sphinx) there is no real change.
On Earth Ossumental, Ezren, Raz, and Nyctessa (edit: already done) need to take another 1d4 Acid dmg (from the card's power on examining) but the card is not shuffled into another location.
Acid dmg for Ezren: 1d4 ⇒ 3 Mortevia Recharge Canopic Conversion (only card left in hand) to reduce by 2. No cards to discard for 1 remaining Acid dmg.
The rest of Ezren's turn would not have been effected and would still have occurred the same.
At hand reset, no spell in hand to reveal to change hand size to 10. This would have the effect of reloading Magical Mansion and Disintegrate.
"
Hand: Ice and Fire, Fire Snake, Akhentepi's Armor, Spellbook, Sand Elemental, Bound Imp, Unwrapped Harmony,
Displayed: MORTEVIA STRASSEL, Curse of the Ravenous,
Deck: 9 Discard: 6 Buried: 0
Current Location: Guardian Vault
Hero Points: 2
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)Sand Elemental: recharge to reduce Cold/Fire dmg to 0 (anywhere)
Middle of Deck (Unknown Order): 0
Recharged: Magical Mansion, Disintegrate, Death's Touch (Core) 1, Arcane Robes, Scrying, Create Mindscape, Erayu, Acadamae Scholar, Canopic Conversion,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)
Raz the Noble |
Off turn, recharge Sistrum for Ezren. Then Ossumental.
Acid Damage: 1d4 ⇒ 2: Reload Ring to reduce to 0
Paladin power, top card: Griffon - recharged.
Dex 13: 1d8 + 1d6 + 2 ⇒ (3) + (1) + 2 = 6 Failed
Acid Damage: 1d4 ⇒ 2: Discard flaming sword and tripartite spear. Curse of the mummy buries flaming sword
Start turn. Hour is Maat. Move to Hall of Winged Chaos. Explore: Mummy Lord. BYA summon rando undead: Ghoul (3rd from randoms). Reveal Frost Lance.
Combat 11: 1d8 + 6 + 1d8 + 2 ⇒ (4) + 6 + (3) + 2 = 15 Defeated
Back to Mummy Lord. Immune to Cold, so can only reveal lance. Paladin power top of deck: Ring of Stony Flesh - discarded. Ask for Urgathoa from Nyctessa.
Combat 23: 3d8 + 6 + 1d8 + 2 + 1d6 + 2 ⇒ (5, 3, 2) + 6 + (7) + 2 + (2) + 2 = 29 Defeated
Discard Warhorse to explore: Sand Elemental. Use Diplo.
Con/Diplo 9: 1d10 + 3 ⇒ (3) + 3 = 6 Banished
End turn. Reset hand, drawing 5.
Hand: Frost Lance +2, Mountain Dog, Mighty Steed, Pillaging Mace, Dwarven Earthbreaker +1, Mountain Pattern Armor,
Displayed: Curse of the Mummy,
Deck: 11 Discard: 5 Buried: 1
Hero Points: 7
Shirt reroll: not used
NOTES:
Available Support: Use any/all.
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []
Inquisitor Zelhara |
Off turn, discard Blessing of the Pallid Princess
Hour of the Elements
Give card to Nyctessa: Swipe
Magic
Arcane
Divine
Powers
Discard this card to decrease the difficulty of any combat check by 3. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
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.
Free explore and encounter Kalnaka
Reveal and Hangman's Noose. Steal Soul. Banish Nyctessa's Vanth
Combat 22: 1d10 + 5 + 2d4 + 1 + 1d4 + 2d4 ⇒ (2) + 5 + (4, 4) + 1 + (1) + (4, 1) = 22 Right on the money! Banished!
Scourge: 1d10 ⇒ 6
Discard Venture-Captain to explore and encounter Mad Dog Marrn
Steal Soul. Venture-Captain. Withering
Diplomacy 9: 1d4 + 3 + 1d4 + 2d4 ⇒ (1) + 3 + (4) + (4, 4) = 16Acquired! Banish and Transmogrify into Freed Soul (acquired from ACG site)
Display Freed Soul.
End of turn Freed Soul recharge Blessing of the Pallid Princess
Zelhara is able to free a mummified soul but it costs her a good deal of strength.
Hand: Blessing of Norgorber, Thousand Stings Whip, Striking Wing Scimitar, Stunning Barrier, Hangman's Noose, Druid of the Hive,
Displayed: XANDHUL BLOODSBANE II, Steal Soul, Curse of Withering,
Deck: 13 Discard: 1 Buried: 1
Notes: Blessing Available
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
Intelligence d6 [ ] +1
Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Wisdom +1
Perception: Wisdom +3
Charisma d6 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2
Hero Points: 6
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.
Board Status
Most Recent BR Refresh
Notes for Nyctessa, Undead Master: Used Urgathoa on Raz's turn
Given Swipe
Vanth Banished
Seoni - Five-Pointed Sun 1-4 remain // Aiveria
Forgery of Ra 1-9 remain // 1=Collapsing Sphinx (examine trigger); 2=Ammut; 3=Maftet Hunter; 4=Fate Blade; 5=Shield Cloak; 6=Shield of Fire Resistance; 7=Ammut (2nd copy); 8=Mockery of Ra; 9=Steel Scorpion
Raz - Hall of Winged Chaos 3-11 remain // Thundercloud of Set
Hall of the Crocodile Kings CLOSED
Zelhara, Nyctessa - Eternal Arena 3-10 remain // Brass Golem, Sands of Time, Dance of the Dead (nasty examine trigger), Sard
Ruined Temple 1-11 remain // 1=Necklace of Fireballs; 2=Augury; 3=Blessing of the Ancients; Usij Ghul
Ezren - Guardian Vault 1-7 remain // 1=Corridor Dart Trap; 2=Ice Storm; 3=Knot of Isis; 4=Hand of Glory; 5=Blessing of Pharasma; 6=Fire Gecko; 7=Sky Pharaoh Guardian
Nyctessa - 勝20100 |
Updated hand after Raz and Zelhara’s turn
Hand: Create Mindscape, Swipe (from Zelhara), Ring of Rat Fangs, Binder's Tome, Freed Soul, Blessing of the Seventh Vail, Dark Stalker (level 2), Sard (level 6),
Displayed:
Deck: 6 Discard: 12 Buried: 1
Current Location: Eternal Arena
Hero Points: 4
NOTES:
Available Support: Banish monsters to add their level×d4 to local check vs monsters or allies
Other: Will usually avenge against monsters.
Used product reroll.
Middle of Deck (Unknown Order): Eruption, Summon Hellhounds
Recharged: Marionette, Animated Skeleton, Animated Zombie, Animate Dead,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 9, Seoni/EmpTyger
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
Monsters
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.
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.
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.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
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.
Barriers
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
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.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
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.
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.
Weapons
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.
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.
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.
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.
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.
Spells
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.
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.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
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.
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Armors
MM
Armor 6
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 10
OR Intelligence
Craft 11
Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.
MM
Armor 5
Traits:
Shield
Finesse
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.
MM
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
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.
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.
Items
MM
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
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.
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.
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Allies
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
MM
Ally 6
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
MM
Ally B
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
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.
MM
Ally C
Traits:
Animal
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check by a character at another location.
Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck.
Blessings
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.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
Current Hour:
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hours Remaining: 21
Hourglass
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 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.
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
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.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raz/eddiephlash, None
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/20100, Mavaro/NathanDavis, In deck: Sands of Time, Dance of the Dead, Shard
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
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.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
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.
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.
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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
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 #7: 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: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/AbrahamZ, None
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.
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.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
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.
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.
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Seoni-EmpTyger |
Hourglass: Ancients o’clock
Recharging Surgeon to heal Coordinated Blast
Exploring Five-Pointed Sun 1: Geniekin
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.
Banishing Life Leech to recovery, revealing Binder’s Tome, discarding Blessing of Achaekek
Combat 8+12=20: 2d12 + 6 + 2d4 + 1d4 ⇒ (6, 8) + 6 + (4, 3) + (4) = 31
Life Leech: 1d4 + 1 ⇒ (2) + 1 = 3
Blessing of the Lady of Graves, Blessing of Achaekek are healed
Geniekin is banished
Aiveria attempted to dissuade Seoni. “Sorcerer, surely you do not wish to remain in the void.”
Seoni was not interested in negotiation. “I wish to remain here a little longer.” She absorbed some vitality from the janni to counter the chill. Aiveria howled in pain. “Assassin!” Seoni realized she has made an enemy.
Ending turn
Cold damage: 1d4 ⇒ 4
Five-Pointed Sun: Discarding Fire Snake, Binder’s Tome for 2 cold damage. (No cards left in hand.)
Recovery:
Arcane 15: 1d12 + 6 ⇒ (12) + 6 = 18
Life Leech is recharged
Resetting hand
The breach remained shut, but the voidchill began to tear at Seoni.
Hand: Gravewatcher Chain Mail (recharge to bless Pharasma/local Undead), Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Golden Serpent Armband, Surgeon (recharge to heal 1 local card), Wall of Fire, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap),
Displayed: Varanthe the Paralyzer,
Deck: 13 Discard: 2 Buried: 0
Notes: Seoni is locking down Five-Pointed Sun
Ask before using: Gravewatcher Chain Mail
Can use without asking: Disable Mechanism; Neferekhu; Surgeon
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [X] +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) ([X] +2) ([X] +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: 7
Summary:
Five-Pointed Sun 1 is banished.
Notes for Nyctessa, Undead Master: Used Urgathoa on Raz's turn
Given Swipe
Vanth Banished
Seoni - Five-Pointed Sun 2-4 remain // Aiveria
Forgery of Ra 1-9 remain // 1=Collapsing Sphinx (examine trigger); 2=Ammut; 3=Maftet Hunter; 4=Fate Blade; 5=Shield Cloak; 6=Shield of Fire Resistance; 7=Ammut (2nd copy); 8=Mockery of Ra; 9=Steel Scorpion
Raz - Hall of Winged Chaos 1-9 remain // Thundercloud of Set
Hall of the Crocodile Kings CLOSED
Zelhara, Nyctessa - Eternal Arena 1-8 remain // Brass Golem, Sands of Time, Dance of the Dead (nasty examine trigger), Sard
Ruined Temple 1-11 remain // 1=Necklace of Fireballs; 2=Augury; 3=Blessing of the Ancients; Usij Ghul
Ezren - Guardian Vault 1-7 remain // 1=Corridor Dart Trap; 2=Ice Storm; 3=Knot of Isis; 4=Hand of Glory; 5=Blessing of Pharasma; 6=Fire Gecko; 7=Sky Pharaoh Guardian
Ezren Z. |
It is the hour of Thoth
Location Power: If you move to this location, you are dealt 2 Poison damage.
Free explore:
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.
Ask Seoni for Disable Mechanism
Send Fire Snake to Recovery
Arcane 6+6+6=18, spellbook: 1d12 + 6 + 1d4 + 2d8 ⇒ (4) + 6 + (1) + (1, 3) = 15
Spend 1 hero point to reroll - 1 hero point remaining
Arcane 6+6+6=18, spellbook: 1d12 + 6 + 1d4 + 2d8 ⇒ (1) + 6 + (1) + (8, 6) = 22
Ezren power: after playing Arcane spell (Fire Snake), examine top of own deck - Magical Mansion - draw it.
Discard Sand Elemental to explore
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.
Arcane 11, spellbook: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 banished
Discard Unwrapped Harmony to examine top 3 cards, reorder as: Blessing of Pharasma, Knot of Isis, Hand of Glory, then explore
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.
Arcane 5, spellbook: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15
Discard Pharasma to explore
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.
Arcane 11, spellbook: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11
Transmogrify!
MM
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
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.
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
Arcane 11, spellbook: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17
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.
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.
Wis 4: 1d6 ⇒ 3
4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2: bury Hand of Glory to add 2 and acquire
Transmogrify!
MM
Ally 6
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Discard Fortune Teller to explore
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Pharoah power: 1d6 ⇒ 5
Send Ice and Fire to Recovery
Ask Zelhara for Norgorber
Combat 21: 2d12 + 6 + 2d8 + 3 ⇒ (10, 7) + 6 + (3, 8) + 3 = 37
Ezren power: after playing Arcane spell (Ice and Fire), examine top of own deck - Disintegrate - draw it.
When Closing: Draw a random scourge from the box.
Scourge: 1d10 ⇒ 3 Curse of Vulnerability
Guardian Vault is closed
When Permanently Closed: On closing, you are moved to a random location.
Random location: 1d7 ⇒ 5
Ezren is moved to Eternal Arena
End turn
Scenario Power: At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck. - n/a due to Seoni being there
Curse of the Ravenous: 1d4 ⇒ 4 Items, ouch.
Bury from discards: Staff of Greater Necromancy, Wand of Flying, Samisen
Recovery Phase:
Recharge Fire Snake? Arcane 8, spellbook: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (1) = 8
Recharge Ice and Fire? Arcane 12, spellbook: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (3) = 20
Ezren power: Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
Reset Hand
At the start of Nyctessa's turn: display Create Mindscape at Eternal Arena
Ezren power: after playing Arcane spell (Mindscape), examine top of own deck - Erayu.
"Board Status
Most Recent BR Refresh
Notes for Nyctessa, Undead Master: Used Urgathoa on Raz's turn
Given Swipe
Vanth Banished
Seoni - Five-Pointed Sun 2-4 remain // Aiveria
Forgery of Ra 1-9 remain // 1=Collapsing Sphinx (examine trigger); 2=Ammut; 3=Maftet Hunter; 4=Fate Blade; 5=Shield Cloak; 6=Shield of Fire Resistance; 7=Ammut (2nd copy); 8=Mockery of Ra; 9=Steel Scorpion
Raz - Hall of Winged Chaos 1-9 remain // Thundercloud of Set
Hall of the Crocodile Kings CLOSED
Zelhara, Nyctessa, Ezren - Eternal Arena 1-8 remain // Brass Golem, Sands of Time, Dance of the Dead (nasty examine trigger), Sard; CREATE MINDSCAPE (EZREN) DISPLAYED HERE.
Ruined Temple 1-11 remain // 1=Necklace of Fireballs; 2=Augury; 3=Blessing of the Ancients; Usij Ghul
Guardian Vault CLOSED"
"
Hand: Magical Mansion, Disintegrate, Death's Touch (Core) 1, Scrying, Akhentepi's Armor, Spellbook, Ring of Energy Resistance, Arcane Robes, Bound Imp,
Displayed: MORTEVIA STRASSEL, Curse of the Ravenous, Curse of Vulnerability, Create Mindscape,
Deck: 5 Discard: 7 Buried: 4
Current Location: Eternal Arena
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)Don't use Scrying at Eternal Arena until after Dance of the Dead is gone
Ezren will display Magical Mansion at Eternal Arena at the start of his next turn.
Disintegrate: +3d10 vs local check vs Lock/Obstacle barrier
Middle of Deck (Unknown Order): 0
Recharged: Erayu, Acadamae Scholar, Canopic Conversion, Fire Snake, Ice and Fire,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 11, Aric/20100
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
Monsters
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.
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.
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
Damage dealt by the Quicksand Bunyip may not be reduced.
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.
Barriers
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
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.
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.
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.
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.
Weapons
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
MM
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.
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.
MM
Weapon 6
Traits:
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee
Arcane
Divine 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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.
Spells
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.
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.
MM
Spell 6
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 15
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
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.
Armors
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.
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.
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.
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.
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
Items
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
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.
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.
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.
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.
Allies
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
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.
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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
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.
Blessings
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.
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
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.
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.
Current Hour:
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.
Hours Remaining: 19
Hourglass
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 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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
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.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
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.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raz/eddiephlash, None
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Mavaro/NathanDavis, In deck: Sands of Time, Dance of the Dead, Shard
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
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.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
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.
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.
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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
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 #7: Guardian Vault
Closed
At This Location: 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
Nyctessa - 勝20100 |
Hour: Blessing of the Lady of Graves
No move.
Display Create Mindscape at location, alongside Ezren’s.
Free Exploration: Eternal Arena Card 1: Falcon Crown
Wisdom 10: 1d8 + 1 + 2d4 ⇒ (7) + 1 + (4, 4) = 16
Keep the armor as it can be used as a spell too.
Discard Blessing of the Seventh Vail to explore.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Create Mindcape×2 + power that adds d8 vs Undead, display Binder’s Tome.
Charisma 10: 1d8 + 2 + 2d4 + 1d8 + 1d4 ⇒ (5) + 2 + (1, 1) + (2) + (4) = 15
Choose to display the card.
Scourge for failing to have succeeded by 6 or more: 1d10 ⇒ 5
Curse of the Ravenous
Not cool, my discard is full of card and I haven’t found a monster to heal up…
Display Freed Soul.
End of turn
Freed Soul: recharge Blessing of Anubis
Curse of the Ravenous: 1d4 ⇒ 4 Items: bury Carpet of Flying, Evocation Staff.
Draw 2 cards (Summon Hellhounds, Eruption)
Hand: Swipe (from Zelhara), Summon Hellhounds, Eruption, Falcon Crown, Ring of Rat Fangs, Binder's Tome, Dark Stalker (level 2), Sard (level 6),
Displayed: Create Mindscape, Curse of the Ravenous, Freed Soul,
Deck: 5 Discard: 10 Buried: 3
Current Location: Eternal Arena
Hero Points: 4
NOTES:
Available Support: Banish monsters to add their level×d4 to local check vs monsters or allies
Other: Will usually avenge against monsters.
Used product reroll.
Middle of Deck (Unknown Order): 0
Recharged: Marionette, Animated Skeleton, Animated Zombie, Animate Dead, Blessing of Anubis,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
BR Vincent |
During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
During This Scenario: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters.
Characters cannot start at the location Five-Pointed Sun.
If your location is open, you may not move.
At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
When you defeat the henchman Brass Golem, you may immediately attempt to close your location.
To win, close all locations.
Additional Rules: Adventure rewards:
- 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
- 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
VARANTHE THE PARALYZER displayed next to Seoni:
[…]
While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.
MORTEVIA STRASSEL displayed by Ezren:
[…]
While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.
XANDHUL BLOODSBANE III displayed by Zelhara:
[…]
While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.
Henchman
MM Henchman 5
Type: Monster
Traits: Outsider Elemental Janni Bard
To Defeat: Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Fire
To Defeat: Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Elemental Electricity
To Defeat: Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.
MM Henchman 6
Type: Monster
Traits: Construct Golem
To Defeat: Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
MM Henchman 6
Type: Monster
Traits: Undead Mummy Sphinx Cleric
To Defeat: Divine 16 OR Combat 26
Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card.
None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
MM Henchman 5
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.
Displayed:
MM Barrier P
Traits: Trigger Curse Magic Cache
To Defeat: DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck. If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Scenario Level (#): 6
Turn: 12, Raz/eddiephlash
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
Monsters
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.
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.
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.
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.
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Barriers
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
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.
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.
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
MM
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.
Weapons
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.
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.
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.
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.
Spells
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.
MM
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
On any check, after the roll, discard this card to add or subtract 3 from the result.
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 16 check to recharge this card instead of discarding it.
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.
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.
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.
Armors
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 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.
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.
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.
MM
Armor 6
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 10
OR Intelligence
Craft 11
Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.
Items
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.
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.
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.
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
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.
Allies
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
MM
Ally B
Traits:
Animal
Acid
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Acid trait to your combat check.
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
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.
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.
Blessings
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.
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.
MM
Blessing C
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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.
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.
Hour Power:
Current Hour:
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.
Hours Remaining: 18
Hourglass
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 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 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 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
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
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.
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
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 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.
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 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 Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 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 Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 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.
Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
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.
MM
Henchman 5
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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.
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.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.
Location #3: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raz/eddiephlash, None
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Mavaro/NathanDavis, Displayed: Ezren’s and Nyctessa’s Create Mindscape. In deck: Sands of Time, Shard
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
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.
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
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.
Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
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.
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.
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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
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 #7: Guardian Vault
Closed
At This Location: 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
Raz the Noble |
Start turn. Hour is Thoth. Explore: Curse of the Netheshuun. Paladin power: Blessing of the Lord in Iron discarded from deck.
Divine 16: 1d6 + 2 + 1d6 + 2 ⇒ (2) + 2 + (2) + 2 = 8 Hero Point (I have loads)
Divine 16: 1d6 + 2 + 1d6 + 2 ⇒ (6) + 2 + (3) + 2 = 13 Ooo, Shirt reroll the second one
Divine 16: 6 + 2 + 1d6 + 2 ⇒ 6 + 2 + (1) + 2 = 11 Drat, I tried.
Cold/Elect damage: 1d6 ⇒ 6 There's my 6, bury Mountain Pattern Armor
Scourge: 1d10 ⇒ 3: Curse of Vulnerability
Discard Mountain Dog to explore:
Shuffled location: 1d9 ⇒ 6: Thundercloud of Set
Reveal and discard Frost Lance, discard it and reveal Mighty Steed for charge power.
Combat 21: 1d8 + 6 + 1d8 + 2 + 2d8 + 1d8 + 2 ⇒ (3) + 6 + (2) + 2 + (5, 4) + (1) + 2 = 25 Defeated! No Bludgeoning, Dexterity, or Ranged, so recharge hand.
Attempt to close, location closes automatically. Examine Sandstorm. Unclear how or whether this weather affects those at open locations.
My new location: 1d7 ⇒ 2: Forgery of Ra
Examine top card: Collapsing Sphinx - Trigger. Recharge 0 cards in hand, then reset hand, drawing 6.
Hand: Life Lantern, Spellsword +2, Mass Cure, Blessing of Shizuru, Blessing of the Inheritor, Ebon Thorn,
Displayed: Curse of the Mummy, Curse of Vulnerability,
Deck: 7 Discard: 8 Buried: 2
Hero Points: 6
Shirt reroll: used
NOTES:
Available Support: Use any/all.
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
Then take mental damage
Unreducible mental blast: 1d4 ⇒ 2: Blessing of Shizuru and Mass Cure (can't use with no locals).Recharge Spellsword to recharge mass cure. End turn. Reset hand, drawing 3.
Hand: Life Lantern, Blessing of the Inheritor, Ebon Thorn, Pegasus, Hatchetbird, Sistrum of Bastet,
Displayed: Curse of the Mummy, Curse of Vulnerability,
Deck: 6 Discard: 9 Buried: 2
Hero Points: 6
Shirt reroll: used
NOTES:
Available Support: Use any/all.
Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type
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
Role: Fair Trader
Favored Card: Ally
Hand Size: 4 ☑ 5☑ 6
Proficiencies:
Armors, Weapons, Divine
Powers:
You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
When a distant character 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] [] []
Nyctessa - 勝20100 |
Fixing Nyctessa’s turn:
Dance of the dead does not have the undead trait so remove the d8 and succeed, and no Curse of the Ravenous, so items back in discard.
Hand: Swipe (from Zelhara), Summon Hellhounds, Eruption, Falcon Crown, Ring of Rat Fangs, Binder's Tome, Dark Stalker (level 2), Sard (level 6),
Displayed: Create Mindscape, Freed Soul,
Deck: 5 Discard: 12 Buried: 1
Current Location: Eternal Arena
Hero Points: 4
NOTES:
Available Support: Banish monsters to add their level×d4 to local check vs monsters or allies
Other: Will usually avenge against monsters.
Used product reroll.
Middle of Deck (Unknown Order): 0
Recharged: Marionette, Animated Skeleton, Animated Zombie, Animate Dead, Blessing of Anubis,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d8 ☑ +1 ☑ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10
Proficiencies: Arcane
POWERS:
When you defeat a monster and would banish it, you may draw it instead ☑ then you may heal a card (□ from any local character's discards).
On your ☑ or a local character's check to defeat a monster ☑ or to acquire an ally, you may banish an ally, a monster, or a Corrupted card to add 1d4 ☑ or a number of d4s equal to that card's level.
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (□ and you may reset from your discards).
☑ On your check against an Undead card, add 1d8 (□ 1d12).
Inquisitor Zelhara |
Off turn, discard Blessing of Norgorber
Hour of the Ancients
Give card to Ezren: Thousand Stings Whip
Whip
Melee
Piercing
Finesse
Poison
Magic
Powers
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.
Free explore and encounter Furies of the Drowned Desert
Autofail BA
Reveal Hangman's Noose. 2xCreate Mindscape. Steal Soul. Curse of Withering
Combat 21: 1d8 + 5 + 2d4 + 1 + 2d4 + 1d4 ⇒ (3) + 5 + (2, 4) + 1 + (1, 4) + (1) = 21 Perfect. Banished!
Discard Druid of the Hive to explore and encounter Sard.
Banish Stunning Barrier to recovery to evade and place at the bottom the deck.
End of turn, Freed Soul recharges Blessing of Norgorber
Recovery Stunning Barrier. Withering 2xCreate Mindscape. Steal Soul
Divine 10: 1d8 + 5 + 2d4 + 1d4 ⇒ (7) + 5 + (4, 3) + (3) = 22
Zelhara captures the Furies with her Noose while trapping the Sard behind an inescapable barrier.
Hand: Dryad Sandals, Wayfinder, Striking Wing Scimitar, Ring of Regeneration, Hangman's Noose, Elemental Brass Mail,
Displayed: XANDHUL BLOODSBANE II, Steal Soul, Curse of Withering,
Deck: 11 Discard: 2 Buried: 1
Notes:
Sideboard cards:
Dexterity d8 [ ]+1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ]+2
Fortitude: Constitution +3
Intelligence d6 [ ] +1
Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
Divine: Wisdom +1
Perception: Wisdom +3
Charisma d6 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2
Hero Points: 6
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.
Board Status
Most Recent BR Refresh
Dance of Dead displayed. Triggered when defeating Undead Monsters
Notes for Seoni: Examines top card on Raz's turn.
Seoni - Five-Pointed Sun 1-3 remain // Aiveria
Raz - Forgery of Ra 1-9 remain // 1=Collapsing Sphinx (examine trigger); 2=Ammut; 3=Maftet Hunter; 4=Fate Blade; 5=Shield Cloak; 6=Shield of Fire Resistance; 7=Ammut (2nd copy); 8=Mockery of Ra; 9=Steel Scorpion
Hall of Winged Chaos CLOSED
Hall of the Crocodile Kings CLOSED
Zelhara, Nyctessa, Ezren - Eternal Arena 3-6,2 remain // 2=Sard; Brass Golem, Sands of Time 2x CREATE MINDSCAPE (Ezren and Nyctessa) DISPLAYED HERE.
Ruined Temple 1-11 remain // 1=Necklace of Fireballs; 2=Augury; 3=Blessing of the Ancients; Usij Ghul
Guardian Vault CLOSED
Seoni-EmpTyger |
(During Ezren’s turn)
Recovery:
Arcane 12: 1d12 + 6 ⇒ (11) + 6 = 17
Disable Mechanism is recharged
Seoni’s sorcery didn’t just close the door, it also cleared the halls.
(During Raz’s turn)
Sandstorm: Examining and encountering Five-Pointed Sun 1: Giant Mummified Crocodile
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.
Discarding Wall of Fire as an Attack Force Magic spell
Combat 21 (27): 1d12 + 6 + 1d6 + 3 ⇒ (10) + 6 + (5) + 3 = 24
Scourge: 1d10 ⇒ 1
Displaying Curse of Poisoning
Traits
Curse
Poison
Check
None
Powers
While displayed, after you reset your hand, recharge a random card.
Giant Mummified Crocodile is banished
The shifting sands uncovered a desiccated crocodile. Seoni blasted it, release a cloud of poisonous gas.
(Seoni’s turn)
Hourglass 2: Elements o’clock
Recharging Surgeon to heal Fire Snake
Exploring Five-Pointed Sun 2: Aiveria
Type: Monster
Traits:
Outsider
Elemental
Janni
Bard
To Defeat:
Combat 23
Aiveria is immune to the Cold, Electricity, Fire, and Poison traits.
Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If defeated, you may immediately attempt to close the location this henchman came from.
Revealing Neferekhu
WIS 9: 3d6 ⇒ (6, 6, 4) = 16
Diplomacy 8: 1d12 + 5 ⇒ (4) + 5 = 9
Discarding Neferekhu as an Attack Force Magic spell. Raz discards Blessing of the Inheritor
Combat 23: 2d12 + 6 + 1d6 + 3 ⇒ (4, 10) + 6 + (1) + 3 = 24
Aiveria is banished
Seoni absorbed a little more healing, as the enraged janni struck back. “The portal to Sellortia must be opened!” shrieked the elemental. “We cannot remain in the void.”
Neferekhu shrieked back. “I AM THE VOID.”
Aiveria’s voice was first drowned out by Neferekhu, then were replaced by shouts of pain as Seoni’s magic missiles struck, and finally were lost to the silence of the void. The janni was powerless.
The mystic stood defiant before the portal. “‘Not a tank?’ Not even the Inheritor could do better.” Stavros remained besieged.
Ending turn
Cold damage: 1d4 ⇒ 2
Five-Pointed Sun: Revealing Gravewatcher Chain Mail to prevent 2 Cold damage
Resetting hand
Curse of Poisoning: Recharging Blessing of Qi Zhong
The spiral of Pharasma was keeping her safe from the voidchill. But Seoni did briefly wonder whether Iomedae might have been able to do something to clear the poisonous fumes.
Hand: Gravewatcher Chain Mail (recharge to bless Pharasma/local Undead), Fire Snake, Golden Serpent Armband, Game of Afterlife (banish to recovery to banish displayed curse),
Displayed: Varanthe the Paralyzer, Curse of Poisoning,Blessing of Qi Zhong, Life Leech,
Deck: 12 Discard: 3 Buried: 0
Notes: Seoni is locking down Five-Pointed Sun
Ask before using: Gravewatcher Chain Mail
Can use without asking: Game of Afterlife
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [X] +1 [X] +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) ([X] +2) ([X] +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: 7
Summary
Five-Pointed Sun 1,2 are banished.
Raz discards Blessing of the Inheritor.
Dance of Dead displayed. Triggered when defeating Undead Monsters
Seoni - Five-Pointed Sun 3 remain
Raz - Forgery of Ra 1-9 remain // 1=Collapsing Sphinx (examine trigger); 2=Ammut; 3=Maftet Hunter; 4=Fate Blade; 5=Shield Cloak; 6=Shield of Fire Resistance; 7=Ammut (2nd copy); 8=Mockery of Ra; 9=Steel Scorpion
Hall of Winged Chaos CLOSED
Hall of the Crocodile Kings CLOSED
Zelhara, Nyctessa, Ezren - Eternal Arena 3-6,2 remain // 2=Sard; Brass Golem, Sands of Time 2x CREATE MINDSCAPE (Ezren and Nyctessa) DISPLAYED HERE.
Ruined Temple 1-11 remain // 1=Necklace of Fireballs; 2=Augury; 3=Blessing of the Ancients; Usij Ghul
[ooc]Guardian Vault CLOSED
Ezren Z. |
Off turn: receive Thousand Stings Whip from Zelhara.
At the end of Seoni's turn, send Bound Imp to Recovery to draw 2 cards: Erayu and Acadamae Scholar
Recharge Bound Imp? Arcane 8, spellbook, Mindscape x2, scholar: 1d12 + 6 + 1d4 + 2d4 + 1 ⇒ (9) + 6 + (3) + (3, 1) + 1 = 23
It is the hour of the Elements
Location Power: When you move during your move step you are dealt 1d6 Combat damage.
Give card: Thousand Stings Whip to Nyctessa
Display Magical Mansion at Eternal Arena
Ezren power: after playing Arcane spell (Magical Mansion), examine top of own deck - Canopic Conversion - draw it.
Free explore: instead of Free exploration, heal from Magical Mansion
Healing: 1d4 + 1 ⇒ (2) + 1 = 3 Unwrapped Harmony, Blessing of Pharasma, Fortune Teller. Deck shuffled.
Discard Scholar to explore
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.
Arcane 8, spellbook, mindscape x2, scholar: 1d12 + 6 + 1d4 + 2d4 + 1d4 ⇒ (3) + 6 + (2) + (3, 3) + (4) = 21
Don't Transmogrify - Display Sands of Time at Eternal Arena.
[ooc]Ezren power: after playing Arcane spell (Sands of Time), examine top of own deck - Fire Snake - draw it.
Ezren power: explore after acquiring a Magic boon
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.
Going to ask Zelhara or Nyctessa to take the first Combat check. If that's a problem Ezren can use Death's Touch for the first check.
Presuming that the first Check was a success
Play Canopic Conversion
Combat 13, mindscape x2: 1d12 + 6 + 2d4 + 5d6 ⇒ (7) + 6 + (4, 3) + (2, 5, 6, 3, 6) = 42
Display Canopic Conversion and display Rukh on Canopic Conversion
Ezren power: after playing Arcane spell (Canopic Conversion), examine top of own deck - Blessing of Pharasma.
End turn
Curse of the Ravenous: 1d4 ⇒ 4 No items in Discards.
Recovery Phase:
Ezren power: Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
Reset Hand
"Board Status
Most Recent BR Refresh
Dance of Dead displayed. Triggered when defeating Undead Monsters
Notes for Nyctessa, Undead Master: Gave Thousand Stings Whip to Nyctessa
Seoni - Five-Pointed Sun 3 remain
Raz - Forgery of Ra 1-9 remain // 1=Collapsing Sphinx (examine trigger); 2=Ammut; 3=Maftet Hunter; 4=Fate Blade; 5=Shield Cloak; 6=Shield of Fire Resistance; 7=Ammut (2nd copy); 8=Mockery of Ra; 9=Steel Scorpion
Hall of Winged Chaos CLOSED
Hall of the Crocodile Kings CLOSED
Zelhara, Nyctessa, Ezren - Eternal Arena 5-6,2 remain // 2=Sard; Brass Golem, Sands of Time 2x CREATE MINDSCAPE (Ezren and Nyctessa) DISPLAYED HERE. MAGICAL MANSION DISPLAYED HERE. SANDS OF TIME DISPLAYED HERE.
Ruined Temple 1-11 remain // 1=Necklace of Fireballs; 2=Augury; 3=Blessing of the Ancients; Usij Ghul
Guardian Vault CLOSED"
"
Hand: Disintegrate, Death's Touch (Core) 1, Scrying, Fire Snake, Akhentepi's Armor, Spellbook, Ring of Energy Resistance, Arcane Robes, Erayu, Blessing of Pharasma,
Displayed: MORTEVIA STRASSEL, Curse of the Ravenous, Curse of Vulnerability, Create Mindscape, Magical Mansion, Sands of Time, Canopic Conversion, Rukh (on Canopic Conversion),
Deck: 4 Discard: 5 Buried: 4
Current Location: Eternal Arena
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)Magical Mansion is displayed at Eternal Arena until the start of his next turn.
Disintegrate: +3d10 vs local check vs Lock/Obstacle barrier
Sands of Time: +1 die to defeat Construct/Undead banes at Eternal Arena
Canopic Conversion & Rukh: +6 (and Undead trait) to any check
Middle of Deck (Unknown Order): Ice and Fire, Fortune-Teller, Unwrapped Harmony, Bound Imp
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☑ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
{list proficiencies here}
POWERS: (Role: Transmogrifier)