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

Game Master 勝20100

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


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Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

Rukh! Reveal Hangman's Noose. 2xCreate Mindscape. Steal Soul. Curse of Withering
Combat 13+4: 1d8 + 5 + 2d4 + 1 + 2d4 + 1d4 ⇒ (3) + 5 + (2, 3) + 1 + (3, 1) + (2) = 20


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

Five-Pointed Sun: Aiveria:

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.

Forgery of Ra: Mockery of Ra:

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.

Hall of Winged Chaos: Thundercloud of Set:

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.

Eternal Arena: Brass Golem:

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.

Hall of the Crocodile Kings: Shendakut:

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.

Ruined Temple: Usij Ghul:

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.

Guardian Vault: Sky Pharaoh Guardian:

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:

Dance of the Dead:

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

Scenario Level (#): 6

Turn: 15, Ezren/AbrahamZ

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

Spoiler:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

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

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

Spoiler:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

Barriers
Spoiler:
Thousand Suns
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.

Spoiler:
Sightless Starvation
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.

Spoiler:
Curse of the Netheshuun
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.

Spoiler:
Tabe's Last Jest
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.

Spoiler:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

Weapons
Spoiler:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

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

Spoiler:
Chakram of Ruin
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.

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

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

Spoiler:
Canopic Conversion
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.

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

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

Spoiler:
Ride the Lightning
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.

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

Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Skyplate Armor
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.

Spoiler:
Horn Lamellar
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.

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

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

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

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

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

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

Spoiler:
Hippopotamus Mud Elemental
MM
Ally 6
Traits:
Elemental
Acid
To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

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

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

Spoiler:
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Aric/20100:
Spoiler:
Hourglass Card 1 Aric/20100
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 2 Raz/eddiephlash:
Spoiler:
Hourglass Card 2 Raz/eddiephlash
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 3 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 3 Mavaro/NathanDavis
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.
Hourglass Card 4 Seoni/EmpTyger:
Spoiler:
Hourglass Card 4 Seoni/EmpTyger
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.
Hourglass Card 5 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 5 Ezren/AbrahamZ
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.
Hourglass Card 6 Aric/20100:
Spoiler:
Hourglass Card 6 Aric/20100
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Raz/eddiephlash:
Spoiler:
Hourglass Card 7 Raz/eddiephlash
Blessing of the Elements
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 8 Mavaro/NathanDavis
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.
Hourglass Card 9 Seoni/EmpTyger:
Spoiler:
Hourglass Card 9 Seoni/EmpTyger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 10 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 10 Ezren/AbrahamZ
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Aric/20100:
Spoiler:
Hourglass Card 11 Aric/20100
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 12 Raz/eddiephlash:
Spoiler:
Hourglass Card 12 Raz/eddiephlash
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 13 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 13 Mavaro/NathanDavis
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 14 Seoni/EmpTyger:
Spoiler:
Hourglass Card 14 Seoni/EmpTyger
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 15 Ezren/AbrahamZ
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 ?: 0
Located/Displayed Here: Seoni/EmpTyger, None

Five-Pointed Sun Card 1:
Ecorche
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: Raz/eddiephlash, None
Forgery of Ra Card 1 (Collapsing Sphinx):
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Forgery of Ra Card 2 (Ammut):
Ammut
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.
Forgery of Ra Card 3 (Maftet Hunter):
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
Forgery of Ra Card 4 (Fate Blade):
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Forgery of Ra Card 5 (Shield Cloak):
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Forgery of Ra Card 6 (Shield of Fire Resistance):
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Forgery of Ra Card 7 (Ammut):
Ammut
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.
Forgery of Ra Card 8 (Mockery of Ra):
Mockery of Ra
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.
Forgery of Ra Card 9 (Steel Scorpion):
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

Location #3: Hall of Winged Chaos
Closed
At This Location: 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 ?: 0
Located/Displayed Here: None

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: 1 Ba: 0 W: 1 Sp: 0 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. Magical Mansion (Until Ezren next turn), Ezren’s Sands of Time. In deck: Sands of Time, Shard

Eternal Arena Card 1:
Brass Golem
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.
Eternal Arena Card 2:
Greatclub +1
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Eternal Arena Card 3:
Sard
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.

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:
Ruined Temple Card 1 (Necklace of Fireballs):
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
Ruined Temple Card 2 (Augury):
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ruined Temple Card 3 (Blessing of the Ancients):
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Ruined Temple Card 4:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 5:
Usij Ghul
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.
Ruined Temple Card 6:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
Ruined Temple Card 7:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Ruined Temple Card 8:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Ruined Temple Card 9:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
Ruined Temple Card 10:
Word of Ra
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.
Ruined Temple Card 11:
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.

Location #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


Deck handler

Nyctessa’s turn

Blessing of Isis

Give Thousand Stings Whip back to Zelhara.

Explore and encounter

Brass Golem:

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.

Before you act:
random character (Ezren, Nyctessa, Zelhara): 1d3 ⇒ 3
Fire damage: 1d4 ⇒ 1
Zelhara takes 1 fire damage.

Sands of Time adds a die. Use power and banish Sard, level 6, to add 6d4. Ezren banishes Rukh to add 6 and the undead trait, Canopic Conversion is discarded.
Combat 24: 2d6 + 6d4 + 6 ⇒ (1, 4) + (1, 1, 1, 3, 4, 4) + 6 = 25
When defeated:
Nyctessa’s Fire damage: 1d4 ⇒ 1
Recharge Falcon Crown to reduce it by 2, to 0.
Ezren and Zelhara also takes 1d4 fire damage.
Use power to draw the defeated monster and heal a card. (Blessing of Ptah)

On defeating the henchman, try to close the location: Summon and defeat a monster from the box. Draw random monster 1:

Ubashki Swarm:

MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

Undead, so power adds a d8. Sands of the time add a die. Put Swipe in recovery to decrease the difficulty by 3 and use Arcane +d8.
Combat 8−3=5: 2d10 + 6 + 2d8 ⇒ (8, 2) + 6 + (2, 1) = 19
No scourge from scenario, no check from card, reveal Ring of Rat Fangs to recharge a random card from discard.
random card from discard: 1d11 ⇒ 2 Blessing of Norgorber
Undead, so power adds a d8. Sands of the time add a die. Banish Dark Stalker (level 2) to power to add 2d4.
Combat 8: 2d6 + 1d8 + 2d4 ⇒ (4, 1) + (8) + (4, 4) = 21
No scourge from scenario, no check from card, reveal Ring of Rat Fangs to recharge a random card from discard.
random card from discard: 1d10 ⇒ 1 Blessing of Isis
Use power to draw the monster, then heal a card. (Hollow Serpent)
Dance of the Dead: shuffle a random item into 1d3 ⇒ 3

When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
1d4 - 1 ⇒ (1) - 1 = 0

Create mindscape and Ezren’s Sands of the Time and Create Mindscape goes into recovery.

End of turn
Freed Soul: Recharge Blessing of Urgathoa from discard
Recovery Swipe (from Zelhara), Arcane 10: 1d10 + 6 ⇒ (2) + 6 = 8 discarded
Recovery Create Mindscape, Arcane 11: 1d10 + 6 ⇒ (5) + 6 = 11 recharged
Draw 2 cards

Nyctessa, Undead Master wrote:

Hand: Summon Hellhounds, Eruption, Falcon Crown, Ring of Rat Fangs, Binder's Tome, Blessing of Isis, Brass Golem (level 6), Ubashki Swarm (level 1),

Displayed: Freed Soul,
Deck: 10 Discard: 8 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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Norgorber, Blessing of Anubis, Hollow Serpent (lvl 6), Marionette, Blessing of Ptah, Animated Zombie, Animated Skeleton, Animate Dead
Recharged: Blessing of Urgathoa, Create Mindscape,
Discard Pile: Sand Elemental, Brand of Hobbling, Dune of Doom, Volcanic Storm, Blessing of the Seventh Vail, Carpet of Flying, Evocation Staff, Swipe (from Zelhara),
Buried Pile: Mummy Golem,

Skills and Powers:
SKILLS
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).


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

Five-Pointed Sun: Aiveria:

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.

Forgery of Ra: Mockery of Ra:

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.

Hall of Winged Chaos: Thundercloud of Set:

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.

Eternal Arena: Brass Golem:

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.

Hall of the Crocodile Kings: Shendakut:

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.

Ruined Temple: Usij Ghul:

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.

Guardian Vault: Sky Pharaoh Guardian:

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:

Dance of the Dead:

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

Scenario Level (#): 6

Turn: 17, Raz/eddiephlash

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Living Sandstorms
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.

Spoiler:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

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

Spoiler:
Sard
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.

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

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

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

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

Spoiler:
Killing Box
MM
Barrier 5
Traits:
Obstacle
Trap
Magic
Arcane
Acid
To Defeat:
Intelligence
Knowledge
Perception 13
OR Disable 15
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

Spoiler:
Holy Word Trap
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.

Weapons
Spoiler:
Glacial Hunga Munga
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.

Spoiler:
Chakram of Ruin
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.

Spoiler:
Mace of Ruin
MM
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

Spoiler:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

Spoiler:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

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

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

Spoiler:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spoiler:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Armors
Spoiler:
Horn Lamellar
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.

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

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

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

Spoiler:
Quickdraw Shield
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.

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

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

Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Mumia
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.

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

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

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

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

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

Spoiler:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

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

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

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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 1 Mavaro/NathanDavis
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.
Hourglass Card 2 Seoni/EmpTyger:
Spoiler:
Hourglass Card 2 Seoni/EmpTyger
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.
Hourglass Card 3 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 3 Ezren/AbrahamZ
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.
Hourglass Card 4 Aric/20100:
Spoiler:
Hourglass Card 4 Aric/20100
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Raz/eddiephlash:
Spoiler:
Hourglass Card 5 Raz/eddiephlash
Blessing of the Elements
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 6 Mavaro/NathanDavis
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.
Hourglass Card 7 Seoni/EmpTyger:
Spoiler:
Hourglass Card 7 Seoni/EmpTyger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 8 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 8 Ezren/AbrahamZ
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Aric/20100:
Spoiler:
Hourglass Card 9 Aric/20100
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 10 Raz/eddiephlash:
Spoiler:
Hourglass Card 10 Raz/eddiephlash
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 11 Mavaro/NathanDavis:
Spoiler:
Hourglass Card 11 Mavaro/NathanDavis
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 12 Seoni/EmpTyger:
Spoiler:
Hourglass Card 12 Seoni/EmpTyger
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Ezren/AbrahamZ:
Spoiler:
Hourglass Card 13 Ezren/AbrahamZ
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 ?: 0
Located/Displayed Here: Seoni/EmpTyger, None

Five-Pointed Sun Card 1:
Ecorche
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: Raz/eddiephlash, None
Forgery of Ra Card 1 (Collapsing Sphinx):
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Forgery of Ra Card 2 (Ammut):
Ammut
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.
Forgery of Ra Card 3 (Maftet Hunter):
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
Forgery of Ra Card 4 (Fate Blade):
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Forgery of Ra Card 5 (Shield Cloak):
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Forgery of Ra Card 6 (Shield of Fire Resistance):
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Forgery of Ra Card 7 (Ammut):
Ammut
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.
Forgery of Ra Card 8 (Mockery of Ra):
Mockery of Ra
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.
Forgery of Ra Card 9 (Steel Scorpion):
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

Location #3: Hall of Winged Chaos
Closed
At This Location: 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 ?: 0
Located/Displayed Here: None

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
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,

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: 2 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:

Ruined Temple Card 1:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
Ruined Temple Card 2:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Ruined Temple Card 3:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Ruined Temple Card 4:
Word of Ra
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.
Ruined Temple Card 5:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Ruined Temple Card 6:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ruined Temple Card 7:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 8:
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Ruined Temple Card 9:
Usij Ghul
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.
Ruined Temple Card 10:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
Ruined Temple Card 11:
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Ruined Temple Card 12:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

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


Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

1 Fire Damage: Discard Thousand Stings Whip. Taste the pain: Draw Cloud Elemental. Then heal Thousand Stings Whip.
Fire Damage: 1d4 ⇒ 2
Reveal Elemental Brass Mail to reduce by 1. Take 1 Fire Damage, discard Cloud Elemental. Taste the pain: Draw Stunning Barrier. Then heal Cloud Elemental

I'll see if Ezren takes any damage as well.


Human Wizard | Ezren's Deck //

On Nyctessa's turn:

Banish Rukh and discard Canopic Conversion to Recovery

Fire dmg from Nyctessa defeating Brass Golem: 1d4 ⇒ 3 dmg may not be reduced due to Curse of Vulnerability but Curse of Vulnerability is now banished. Discard Scrying, Blessing of Pharasma, and Erayu for 3 Fire dmg.

When location is closed: Magical Mansion, Mindscape, and Sands of Time all go to Recovery

Recharge Canopic Conversion? Arcane 16, spellbook: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (4) = 11
Recharge Magical Mansion? Arcane 10, spellbook: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (1) = 18
Recharge Mindscape? Arcane 11, spellbook: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (4) = 14
Recharge Sands of Time? Arcane 10, spellbook: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (1) = 19

"

Ezren wrote:

Hand: Disintegrate, Death's Touch (Core) 1, Fire Snake, Akhentepi's Armor, Spellbook, Ring of Energy Resistance, Arcane Robes,

Displayed: MORTEVIA STRASSEL, Curse of the Ravenous,
Deck: 7 Discard: 9 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)

Disintegrate: +3d10 vs local check vs Lock/Obstacle barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ice and Fire, Fortune-Teller, Unwrapped Harmony, Bound Imp
Recharged: Magical Mansion, Create Mindscape, Sands of Time,
Discard Pile: Channel the Gift, Vision, Chain Lightning (Core), Sand Elemental, Acadamae Scholar, Scrying, Blessing of Pharasma, Erayu, Canopic Conversion,
Buried Pile: Hand of Glory, Staff of Greater Necromancy, Wand of Flying, Samisen of Oracular Vision,

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

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

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


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Ezren takes damage and discards card. Taste the pain: Draw Cloud Elemental. Then heal Venture-Captain


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Off turn, discard Blessing of Inheritor. Start turn. Explore: Collapsing Sphinx. Paladin power, top card Griffon - recharges.
    Wis 12: 1d6 + 1 + 1d6 + 2 ⇒ (3) + 1 + (6) + 2 = 12 Success!

    Discard Pegasus to explore: Ammut.
    BYA Fire damage: 1d4 ⇒ 1 Curse of volunurability makes this irreducible, but then banishes. Discard Life Lantern, Ebon Thorn, Hatchetbird. Curse of mummy buries Ebon Thorn.
    For combat, reveal and discard Sistrum. Paladin power top card: Mighty Steed - recharges.
    Combat 24: 1d8 + 6 + 1d10 + 2 + 1d6 + 1d6 + 2 ⇒ (2) + 6 + (9) + 2 + (4) + (3) + 2 = 28 Defeated!

    End turn. Reset hand, drawing 6.

    Raz wrote:

    Hand: Pillaging Mace, Dwarven Earthbreaker +1, Mass Cure, Spellsword +2, Griffon, Mighty Steed,

    Displayed: Curse of the Mummy,
    Deck: 0 Discard: 14 Buried: 3
    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

    Skills and Powers:
    SKILLS

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

    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] [] []


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Hour of Ptah

    Start of turn, reveal Ring of Regeneration to recharge Druid of the Hive


    Give Card to Ezren: Stunning Barrier

    Stunning Barrier:
    Traits
    Magic
    Arcane
    Divine

    Powers
    Discard this card to evade a non-villain monster you encounter; you may place it anywhere in the deck in came from.

    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.



    Recharge Striking Wing Scimitar to move to Forgery of Ra
    Free explore and encounter Maftet Hunter
    Steal Soul

    Diplomacy 11: 1d4 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
    Hero Point
    Diplomacy 11: 1d4 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9
    Going all in with a Product Reroll
    Diplomacy 11: 1d4 + 8 ⇒ (3) + 8 = 11
    Boom! Acquired. Deciding not to transmogrify, went all in because I forgot Withering initially and was going to need to redo the whole turn otherwise.

    Discard Wayfinder to examine, then explore and encounter Fate Blade
    Steal Soul

    Divine 11: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7
    Hero Point
    Divine 11: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 Acquired. Banish to Transmogrify into Glacial Hunga Munga

    Discard Maftet Hunter to recharge Hangman's Noose, Dryad Sandals, Glacial Hunga Munga, Thousand Stings Whip, and Cloud Elemental, then explore and encounter Shield Cloak
    Steal Soul

    Intelligence 8: 1d4 + 1d4 ⇒ (4) + (4) = 8 Acquired! Banish to transmogrify into Horn Lamellar

    End of turn reveal Ring of Regeneration to recharge Wayfinder

    Knowing a deadly fight is to come amongst her wounded acquaintances, Zelhara teaches Ezren the ways of the Stunning Barrier trap. She then pushes through her weakened state to collect as many treasures as she and her new hunter friend could find and pack.

    Zelhara wrote:

    Hand: Meteor Hammer +3, Blessing of Zon-Kuthon, Steel Ibis Lamellar, Ring of Regeneration, Horn Lamellar, Elemental Brass Mail,

    Displayed: XANDHUL BLOODSBANE II, Steal Soul, Curse of Withering, Freed Soul,
    Deck: 15 Discard: 1 Buried: 1
    Notes: Blessing Available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ]+2
    Fortitude: Constitution +3
    Intelligence d6 [ ] +1
    Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
    Divine: Wisdom +1
    Perception: Wisdom +3
    Charisma d6 [X] +1 [X] +2 [ ] +3
    Diplomacy: Charisma +2

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

    Board Status
    Most Recent BR Refresh
    Dance of Dead displayed. Triggered when defeating Undead Monsters

    Notes for Ezren: Given Stunning Barrier

    Seoni - Five-Pointed Sun 1 remain
    Raz, Zelhara - Forgery of Ra 6-9 remain // 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
    Nyctessa, Ezren - Eternal Arena CLOSED
    Ruined Temple 1-12 remain // Shuffled in: Necklace of Fireballs; Augury; Blessing of the Ancients; Usij Ghul ; a random item
    Guardian Vault CLOSED


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (At the end of Zelhara's turn)
    Banishing Game of Afterlife to recovery to banish Raz's Curse of Vulnerability (if he still has it? If not, banish Ezren's Curse of the Ravenous)
    Recovery: Banishing Fire Snake to recovery
    Arcane 8: 1d12 + 6 ⇒ (3) + 6 = 9
    Game of Afterlife is recharged
    Arcane 8: 1d12 + 6 ⇒ (7) + 6 = 13
    Fire Snake is recharged

    Seoni's gambit required someone to still be alive to reopen the portal on the other side. And she had made a few fiery contingency plans to make sure of that.

    (Seoni's turn)
    Hourglass 2: Abadar o'clock
    Exploring Five-Pointed Sun 1: Ecorche

    Ecorche:
    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.

    Banishing Life Leech to recovery, recharging Gravewatcher Chain Mail, recharging Golden Serpent Armband
    Combat 20 (26): 2d12 + 6 + 2d4 + 1d4 ⇒ (3, 3) + 6 + (4, 2) + (1) = 19
    Using an Accessory Perk reroll
    Combat 20 (26): 19 - 3 + 1d12 ⇒ 19 - 3 + (7) = 23
    Scourge: 1d10 ⇒ 8
    Displaying Curse of the Sphinx

    Curse of the Sphinx:
    Scourge 4

    Traits
    Curse

    Powers
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    You may only have 1 copy of this card displayed.


    Life Leech: 1d4 + 1 ⇒ (2) + 1 = 3
    Life Leech: Neferekhu, Binder's Tome, Wall of Fire are healed.
    Ecorche is banished
    Random open location: 1d6 ⇒ 2
    Dance of the Dead: Random Item 1 is shuffled into Forgery of Ra

    Besides Seoni, the only thing that remained in the void was a half-summoned grotesque which had only partially materialized when Seoni shut the portal. In fact, the grotesque's equipment didn't even make it to the void; instead arriving in the forge. But the body sufficed for Seoni's purposes. With a twist of the serpent armband, she absorbed whatever life energy remained in the layers of tissue, leaving the area as still as the grave.

    Seoni's plan was clever. Hopefully it wasn't too clever for her own good.

    Ending turn.
    Cold damage: 1d4 ⇒ 3
    (No cards in hand.)
    Recovery:
    Arcane 15: 1d12 + 6 ⇒ (6) + 6 = 12
    Life Leech is discarded
    Resetting hand
    Curse of Poisoning: Blessing of Achaekek is recharged

    The sorcerer had done all she could. Now it was up to the rest of the party. Hopefully they could finish the mission before she succumbed to the voidchill and poison.

    Seoni wrote:

    Hand: Fire Snake, Surgeon (recharge to heal 1 local card), Blessing of Achaekek, Cleric of Nethys, Blessing of the All-Seeing Eye (discard to Bless; recharge if Nethys hour), Headband of Alluring Charisma,

    Displayed: Varanthe the Paralyzer, Curse of Poisoning, Curse of the Sphinx,
    Deck: 15 14 Discard: 1 Buried: 0
    Notes: Seoni is locking down Five-Pointed Sun
    Ask before using:
    Can use without asking: Blessing of the All-Seeing Eye; Surgeon

    Skills and Powers:

    Skills:
    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.
    Random Item 1 is shuffled into Forgery of Ra.
    Raz banishes Curse of Vulnerability. (Or Ezren banishes Curse of the Ravenous.)

    Board Status:
    Most Recent BR Refresh
    Dance of Dead displayed. Triggered when defeating Undead Monsters

    Notes for Ezren: Given Stunning Barrier.

    Seoni - Five-Pointed Sun none remain
    Raz, Zelhara - SHUFFLED Forgery of Ra 6-9, Random Item 1 remain // Shield of Fire Resistance, Ammut, Mockery of Ra, Steel Scorpion
    Hall of Winged Chaos CLOSED
    Hall of the Crocodile Kings CLOSED
    Nyctessa, Ezren - Eternal Arena CLOSED
    Ruined Temple 1-12 remain // Shuffled in: Necklace of Fireballs; Augury; Blessing of the Ancients; Usij Ghul
    Guardian Vault CLOSED


    Human Wizard | Ezren's Deck //

    Off turn: receive Stunning Barrier from Zelhara (thx!)

    It is the hour of the Grand Lodge's Favor!

    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.

    Ezren examines top card of Forgery of Ra
    Top card of Ra (random item is 10): 1d5 + 5 ⇒ (3) + 5 = 8 Mockery of Ra

    Ezren examines the top card of Ruined Temple: Bonestorm (trigger!)

    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.

    recharge Arcane Robes

    Ruined Temple Card 1 is Bonestorm:

    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

    Send Death's Touch (Core) 1 to Recovery
    Combat 17 (21) (23): 1d12 + 6 + 3d6 + 3 ⇒ (11) + 6 + (6, 5, 4) + 3 = 35 Bonestorm is banished
    Dance of the Dead is NOT triggered because encounter didn't happen during my exploration.

    Ezren power: after playing Arcane spell (Death's Touch), examine top of own deck - Fortune Teller

    Grand Lodge's Favor: Ezren recharges random ally from discards: Acadamae Scholar.

    Grand Lodge's Favor: Nyctessa can recharge a random ally from discards

    Move: Forgery of Ra
    Scenario Power: If your location is open, you may not move.
    Location Power: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.

    Raz plays Mass Cure to heal Ezren and Raz 1d4+1 each
    Ezren healing: 1d4 + 1 ⇒ (4) + 1 = 5 Sand Elemental, Chain Lightning, Channel the Gift, Blessing of Pharasma, Vision

    Free explore:

    Forgery of Ra Card 8 is Mockery of Ra:

    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.

    Recharge Akhentepi's Armor to ignore BYA

    Send Disintegrate to Recovery
    Ask Seoni for All-Seeing Eye
    Combat 22: 2d12 + 6 + 4d6 ⇒ (10, 4) + 6 + (3, 3, 2, 5) = 33

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

    When Closing: You are dealt 1d6 Fire damage.
    Fire dmg: 1d6 ⇒ 4
    Reveal Ring of Energy Resistance to reduce by 4 to 0

    Forgery of Ra is closed

    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. - n/a

    Display Create Mindscape at Ruined Temple

    Ezren power: after playing Arcane spell (Mindscape), examine top of own deck - Magical Mansion - draw it

    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.
    Curse of the Ravenous: 1d4 ⇒ 2 Bury Erayu from discards.

    Recovery Phase:
    Recharge Death's Touch? Arcane 13, spellbook: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (3) = 17
    Recharge Disintegrate? Arcane 16, spellbook: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19

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

    At the start of Nyctessa's turn: send Bound Imp to Recovery to draw 2 cards - Chain Lightning and Vision

    Send Vision to Recovery to examine Ruined Temple

    Vision cards: Ring of the Grasping Grave, Guecubu (trigger!)

    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.

    Recharge Fortune-Teller

    Ruined Temple Card 3 is Guecubu:

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

    Send Ice and Fire to Recovery
    Combat 15 (21), mindscape: 1d12 + 6 + 2d8 + 3 + 1d4 ⇒ (10) + 6 + (8, 2) + 3 + (2) = 31

    Dance of the Dead is NOT triggered because encounter didn't happen during my exploration.

    AYA scourge: 1d10 ⇒ 2 Curse of Poisoning

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

    Resume Vision examine: Word of Ra (no trigger), Silken Ceremonial Armor, Augury, Blessing of Osiris, Blessing of the Ancients, Usij Ghul (trigger!)

    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.

    Recharge Unwrapped Harmony

    I need to know whether there's a risk of killing Raz if I encounter Usij so I'm going to roll his healing from Mass Cure
    Raz healing from Mass Cure earlier in this post: 1d4 + 1 ⇒ (3) + 1 = 4
    Hmm, well, it still feels pretty risky for Raz so...
    Send Stunning Barrier to Recovery to evade Usij ("you may place it anywhere in the deck in came from.") - I'll let Nyctessa decide where to put Usij

    Ruined Temple Card 9 is Usij Ghul:

    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.

    Continue with Vision: Lightning Bolt, Mumia Smugglers, Necklace of Fireballs.

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

    Recharge Bound Imp? Arcane 8, spellbook: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14
    Recharge Vision? Arcane 15, spellbook: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9
    Recharge Ice and Fire? Arcane 12, spellbook: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11
    Recharge Stunning Barrier? Arcane 10, spellbook: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13

    "Board Status
    Most Recent BR Refresh
    Dance of Dead displayed. Triggered when defeating Undead Monsters (on your exploration)

    Notes for Nyctessa, Undead Master: recharge a random ally from discards. Decide where in the Ruined Temple location you want to put Usij.
    Notes for Raz: Heal 4 from Mass Cure

    Seoni - Five-Pointed Sun none remain
    Raz, Zelhara, Ezren - Forgery of Ra CLOSED
    Hall of Winged Chaos CLOSED
    Hall of the Crocodile Kings CLOSED
    Nyctessa - Eternal Arena CLOSED
    Ruined Temple 2, 4-12 (Usij position in the location to be chosen by Nyctessa) remain // All cards in the location known in order: Ring of the Grasping Grave, Word of Ra (barrier), Silken Ceremonial Armor, Augury, Blessing of Osiris, Blessing of the Ancients, Lightning Bolt, Mumia Smugglers, Necklace of Fireballs. Usij Ghul position in the location to be chosen by Nyctessa. Create Mindscape (Ezren) displayed here.
    Guardian Vault CLOSED"

    "

    Ezren wrote:

    Hand: Magical Mansion, Fire Snake, Chain Lightning (Core), Spellbook, Ring of Energy Resistance, Arcane Robes,

    Displayed: MORTEVIA STRASSEL, Curse of the Ravenous, Create Mindscape, Curse of Poisoning,
    Deck: 12 Discard: 4 Buried: 5
    Current Location: Forgery of Ra
    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 gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn.

    Deck, Discard, Buried:

    Reloaded: Acadamae Scholar,
    Middle of Deck (Unknown Order): Sand Elemental, Channel the Gift, Blessing of Pharasma
    Recharged: Akhentepi's Armor, Death's Touch (Core) 1, Disintegrate, Fortune-Teller, Sands of Time, Unwrapped Harmony, Bound Imp, Stunning Barrier,
    Discard Pile: Scrying, Canopic Conversion, Vision, Ice and Fire,
    Buried Pile: Hand of Glory, Staff of Greater Necromancy, Wand of Flying, Samisen of Oracular Vision, Erayu,

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

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

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


    Deck handler

    Grand Lodge's Favor: only ally is Sand Elemental, so it is recharged.

    Choose to put Usij Ghul on top of the location.

    Nyctessa’s turn

    Hour: Blessing of the Elements

    Move to Ruined Temple.

    Explore and encounter Usij Ghul.

    Usij Ghul (Known):

    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.

    Type of damage: 1d6 ⇒ 6 Fire

    Alone at location so take Damage: 1d4 ⇒ 4
    Recharge Falcon Crown to reduce the damage by 2.
    Discard Ubashki Swarm (level 1) and Summon Hellhounds (useless at this location) to damage.

    Play Eruption, location power change it to being buried. Power adds a d8. Banish Brass Golem (level 6) to add 6d4.
    Combat 25: 1d10 + 6 + 4d6 + 1d8 + 6d4 ⇒ (3) + 6 + (5, 2, 3, 2) + (8) + (1, 2, 1, 2, 4, 4) = 43
    Beaten by more than 6, no scourge.
    Beaten by more than 4, reveal Ring of Rat Fangs to recharge a random card from discard 1d9 ⇒ 5 (Carpet of Flying)
    Eruption allows to ignore after acting.
    Use power to draw defeated monster, and heal a card. 1d8 ⇒ 3 (Volcanic Storm)
    Dance of the Dead triggers. random open location: 1d2 ⇒ 2 Ruined Temple
    Use BR site to add an item and shuffle the location
    Choose to explore location

    Augury:

    MM Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Create Mindscape add a d4.
    Arcane 6: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (1) = 9
    Acquired. Use Ezren power to banish it and get Symbol of Fortune (from BR site)

    Discard Blessing of Isis to explore, location power buries the card.

    Blessing of Osiris:

    MM Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

    Divine 8: 1d4 ⇒ 2
    Banished

    End turn
    Freed Soul recharges Blessing of the Seventh Vail.
    Draw 4 cards

    Nyctessa, Undead Master wrote:

    Hand: Symbol of Fortune, Volcanic Storm, Falcon Crown, Ring of Rat Fangs, Binder's Tome, Blessing of Urgathoa, Blessing of Norgorber, Usij Ghoul (level 6),

    Displayed: Freed Soul,
    Deck: 11 Discard: 6 Buried: 3
    Current Location: Ruined Temple
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Marionette, Blessing of Anubis, Hollow Serpent (lvl 6), Animated Zombie, Sand Elemental, Create Mindscape, Animate Dead, Blessing of Ptah, Animated Skeleton, Carpet of Flying
    Recharged: Blessing of the Seventh Vail,
    Discard Pile: Brand of Hobbling, Dune of Doom, Evocation Staff, Swipe (from Zelhara), Ubashki Swarm (level 1), Summon Hellhounds,
    Buried Pile: Mummy Golem, Eruption, Blessing of Isis,

    Skills and Powers:
    SKILLS
    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).


    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

    Five-Pointed Sun: Aiveria:

    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.

    Forgery of Ra: Mockery of Ra:

    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.

    Hall of Winged Chaos: Thundercloud of Set:

    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.

    Eternal Arena: Brass Golem:

    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.

    Hall of the Crocodile Kings: Shendakut:

    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.

    Ruined Temple: Usij Ghul:

    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.

    Guardian Vault: Sky Pharaoh Guardian:

    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:

    Dance of the Dead:

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

    Scenario Level (#): 6

    Turn: 22, Raz/eddiephlash

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

    Spoiler:
    Earth 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.

    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

    Spoiler:
    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    Barriers
    Spoiler:
    Thousand Suns
    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.

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

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

    Spoiler:
    Ambush
    MM
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    If defeated, you may immediately explore again.

    Spoiler:
    Holy Word Trap
    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.

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

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

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

    Spoiler:
    Chakram of Ruin
    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.

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

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

    Spoiler:
    Foresight
    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.

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

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

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

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

    Spoiler:
    Parade Armor
    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.

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

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

    Items
    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Spoiler:
    Mumia
    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.

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

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

    Spoiler:
    Tears of Death
    MM
    Item 6
    Traits:
    Liquid
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    If you played a weapon on your combat check, reveal this card to add 2d8 and the Acid, Cold, or Poison trait. After the check, succeed at a Disable or Craft 12 check or Tears of Death deals 1d4+1 Poison damage to you then bury your discard pile.

    Allies
    Spoiler:
    Clockwork Menial
    MM
    Ally 3
    Traits:
    Automaton
    To Acquire:
    Intelligence
    Craft 9
    Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
    Discard this card to explore your location.

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

    Spoiler:
    Sebti the Crocodile
    MM
    Ally 1
    Traits:
    Trigger
    Human
    Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
    If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
    Recharge this card to examine the top 2 cards of any location deck.
    Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.

    Spoiler:
    Ptemenib
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    Recharge this card to examine the top card of up to 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Spoiler:
    Dredge
    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.

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

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

    Spoiler:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

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

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

    Current Hour:

    Blessing of the Elements:
    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.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    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.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/20100:
    Spoiler:
    Hourglass Card 4 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 5 Raz/eddiephlash
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 6 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 6 Mavaro/NathanDavis
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Ezren/AbrahamZ
    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 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, None

    Location #2: Forgery of Ra
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ, Raz/eddiephlash, Mavaro/NathanDavis, None

    Location #3: Hall of Winged Chaos
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: None

    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
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 W: 0 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Aric/20100, Ezren’s Create Mindscape
    1 item + Ring of the Grasping Grave, Word of Ra (barrier), Silken Ceremonial Armor, Blessing of the Ancients, Lightning Bolt, Mumia Smugglers, Necklace of Fireballs

    Ruined Temple Card 1:
    Word of Ra
    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.
    Ruined Temple Card 2:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Ruined Temple Card 3:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.
    Ruined Temple Card 4:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Ruined Temple Card 5:
    Lightning Bolt
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to use your Arcane skill + 3d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Ruined Temple Card 7:
    Scarab of Ptah
    MM
    Item 6
    Traits:
    Trigger
    Object
    Magic
    Ptah
    To Acquire:
    Constitution
    Fortitude 12
    When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    Ruined Temple Card 8:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    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


    Human Wizard | Ezren's Deck //

    Curse of the Ravenous banished by Seoni. Thx!

    "

    Ezren wrote:

    Hand: Magical Mansion, Fire Snake, Chain Lightning (Core), Spellbook, Ring of Energy Resistance, Arcane Robes,

    Displayed: MORTEVIA STRASSEL, Create Mindscape, Curse of Poisoning,
    Deck: 12 Discard: 4 Buried: 5
    Current Location: Forgery of Ra
    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 gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn.

    Deck, Discard, Buried:

    Reloaded: Acadamae Scholar,
    Middle of Deck (Unknown Order): Blessing of Pharasma, Channel the Gift, Sand Elemental
    Recharged: Akhentepi's Armor, Death's Touch (Core) 1, Disintegrate, Fortune-Teller, Sands of Time, Unwrapped Harmony, Bound Imp, Stunning Barrier,
    Discard Pile: Scrying, Canopic Conversion, Vision, Ice and Fire,
    Buried Pile: Hand of Glory, Staff of Greater Necromancy, Wand of Flying, Samisen of Oracular Vision, Erayu,

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

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

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


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Grand Lodge recharges Maftet Hunter


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Off turn, cast mass cure and heal 4: -> (Frost Lance +2, Blessing of Shizuru, Retriever, Warhorse). Deck shuffled.

    Mass Cure discards during recovery phase. Recharge Spellsword to recharge it on Nyctessa's turn.

    Start my turn. Hour is Elemental. Stay at Forgery and use Ezren's Magical mansion.
    Heal: 1d4 + 1 ⇒ (1) + 1 = 2: -> Raz is healed for 2: (Life Lantern, Hatchetbird). Deck shuffled.

    Stay here and end turn. Reset hand, drawing 2.

    Raz wrote:

    Hand: Pillaging Mace, Dwarven Earthbreaker +1, Griffon, Mighty Steed, Hatchetbird, Retriever,

    Displayed: Curse of the Mummy,
    Deck: 6 Discard: 8 Buried: 3
    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

    Skills and Powers:
    SKILLS

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

    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] [] []


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Hour of Abadar

    Give card to Ezren: Ring of Regeneration

    Ring of Regeneration:
    Traits
    Accessory
    Magic
    Healing

    Powers
    At the start of your turn, reveal this card to recharge a random card from your discard pile.

    At the end of your turn, reveal this card to recharge a random card from your discard pile.



    Move to Ruined Temple
    Free explore and encounter Word of Ra
    Steal Soul. Recharge Steel Ibis Lamellar. Withering

    Dexterity 17: 1d6 + 1d4 + 1d6 ⇒ (3) + (2) + (5) = 10 Not close. No ally to banish
    Fire Damage: 2d4 ⇒ (3, 4) = 7 Recharge Horn Lamellar to reduce Fire damage to 0
    Nyctessa is dealt 2d4 Fire damage.
    Nyctessa's Fire Damage: 2d4 ⇒ (2, 1) = 3
    Pain Taster: Draw Blessing of the Savored Sting
    Word of Ra shuffled back in

    Discard/Bury Blessing of Zon-Kuthon to explore and encounter..
    Shuffle Explore: 1d8 ⇒ 3 Necklace of Fireballs
    Withering. Steal Soul. Create Mindscape
    Intelligence 9: 1d4 + 1d4 + 1d4 ⇒ (2) + (2) + (2) = 6 Banished

    Zelhara wrote:

    Hand: Meteor Hammer +3, Shy Ratani, Blessing of the Savored Sting, Venture-Captain, Blessing of the Pallid Princess, Elemental Brass Mail,

    Displayed: XANDHUL BLOODSBANE II, Steal Soul, Curse of Withering, Freed Soul,
    Deck: 14 Discard: 0 Buried: 2
    Notes: Blessing Available. Leave on for possible close
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ]+2
    Fortitude: Constitution +3
    Intelligence d6 [ ] +1
    Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
    Divine: Wisdom +1
    Perception: Wisdom +3
    Charisma d6 [X] +1 [X] +2 [ ] +3
    Diplomacy: Charisma +2

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

    Board Status
    Most Recent BR Refresh
    Dance of Dead displayed. Triggered when defeating Undead Monsters (on your exploration)

    Notes for Ezren: Given Ring of Regeneration
    Notes for Nyctessa, Undead Master: Takes 3 Fire Damage

    Seoni - Five-Pointed Sun none remain
    Raz, Ezren - Forgery of Ra CLOSED
    Hall of Winged Chaos CLOSED
    Hall of the Crocodile Kings CLOSED
    Eternal Arena CLOSED
    Nyctessa, Zelhara, - Ruined Temple 1-2,4-8 shuffled. remain // Random Item, Ring of the Grasping Grave, Word of Ra (barrier), Silken Ceremonial Armor, ,Blessing of the Ancients, Lightning Bolt, Mumia Smugglers; Create Mindscape (Ezren) displayed here.
    Guardian Vault CLOSED


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 2: Ancients o’clock
    Recharging Surgeon to heal Life Leech
    Ending turn
    Cold damage: 1d4 ⇒ 3
    Five-Pointed Sun: Discarding Fire Snake, Cleric of Nethys, Headband of Alluring Charisma for 3 Cold damage.
    Resetting hand
    Curse of Poisoning: Recharging Gravewatcher Chain Mail
    (At the start of Ezren’s turn)
    Displaying Create Mindscape at Ruined Temple

    Seoni waited in the void. Her mind escaped to monitor the progress of the rest of the party. Her body stayed cold, despite chugging another surgical healing potion.

    Seoni wrote:

    Hand: Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Create Mindscape, Blessing of the Lady of Graves (discard to doublebless Undead/bury after roll to add or subtract WIS die; discard if Pharasma hour), Gravewatcher Chain Mail, Blessing of Abadar (discard to bless/double bless if to defeat barrier),

    Displayed: Varanthe the Paralyzer, Curse of Poisoning, Curse of the Sphinx, Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed)
    Deck: 11 12 Discard: 4 Buried: 0
    Notes: Seoni is locking down Five-Pointed Sun. Create Mindscape displayed at Ruined Temple.
    Ask before using:
    Can use without asking: Binder's Tome; Blessing of Achaekek; Create Mindscape; Blessing of the Lady of Graves; Blessing of Abadar

    Skills and Powers:

    Skills:
    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:
    Seoni’s Create Mindscape is displayed at Ruined Temple.

    Board Status:
    Most Recent BR Refresh
    Dance of Dead displayed. Triggered when defeating Undead Monsters (on your exploration)

    Notes for Ezren: Given Ring of Regeneration
    Notes for Nyctessa, Undead Master: Takes 3 Fire Damage

    Seoni - Five-Pointed Sun none remain
    Raz, Ezren - Forgery of Ra CLOSED
    Hall of Winged Chaos CLOSED
    Hall of the Crocodile Kings CLOSED
    Eternal Arena CLOSED
    Nyctessa, Zelhara, - SHUFFLED Ruined Temple 1-2,4-8. remain // Random Item, Ring of the Grasping Grave, Word of Ra (barrier), Silken Ceremonial Armor, Blessing of the Ancients, Lightning Bolt, Mumia Smugglers; 2 Create Mindscapes (Ezren and Seoni) displayed here.
    Guardian Vault CLOSED


    Human Wizard | Ezren's Deck //

    Off turn: Display Magical Mansion. Receive Ring of Regeneration (thx!)

    It is the hour of Nethys

    Start of turn: ring of regeneration - random card (Ice and Fire) - is recharged from discards. Magical Mansion goes to Recovery.

    Move: Ruined Temple
    Scenario Power: If your location is open, you may not move.
    Location Power: When you play a card that has the Divine trait, bury it.

    Free explore:
    Shuffled Location: 1d8 ⇒ 1

    Ruined Temple Card 1 is Word of Ra:

    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.

    Send Arcane Robes to Recovery
    Ask Seoni for Abadar
    Arcane 17, mindscape x2, spellbook: 3d12 + 6 + 3d4 ⇒ (9, 4, 10) + 6 + (1, 1, 4) = 35

    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.
    Ring of Regeneration: Canopic Conversion recharged

    Recovery Phase:
    Recharge Magical Mansion? Arcane 10, mindscape x2, spellbook: 1d12 + 6 + 3d4 ⇒ (11) + 6 + (2, 1, 2) = 22
    Recharge Arcane Robes? Arcane 8, mindscape x2, spellbook: 1d12 + 6 + 3d4 ⇒ (11) + 6 + (4, 2, 4) = 27

    Ezren power: Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.
    Reset Hand
    Curse of Poisoning: Blessing of Pharasma (boo!) is recharged

    "Board Status
    Most Recent BR Refresh
    Dance of Dead displayed. Triggered when defeating Undead Monsters (on your exploration)

    Notes for Nyctessa, Undead Master: Takes 3 Fire Damage

    Seoni - Five-Pointed Sun none remain
    Raz - Forgery of Ra CLOSED
    Hall of Winged Chaos CLOSED
    Hall of the Crocodile Kings CLOSED
    Eternal Arena CLOSED
    Nyctessa, Zelhara, Ezren - SHUFFLED Ruined Temple 2,4-8. remain // Random Item, Ring of the Grasping Grave, Silken Ceremonial Armor, Blessing of the Ancients, Lightning Bolt, Mumia Smugglers; 2 Create Mindscapes (Ezren and Seoni) displayed here.
    Guardian Vault CLOSED"

    "

    Ezren wrote:

    Hand: Fire Snake, Chain Lightning (Core), Channel the Gift, Akhentepi's Armor, Spellbook, Ring of Energy Resistance, Ring of Regeneration, Acadamae Scholar, Sand Elemental,

    Displayed: MORTEVIA STRASSEL, Create Mindscape, Curse of Poisoning,
    Deck: 12 Discard: 2 Buried: 5
    Current Location: Ruined Temple
    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)

    Sand Elemental: recharge to reduce Cold/Fire dmg to 0 (anywhere)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Death's Touch (Core) 1, Disintegrate, Fortune-Teller, Sands of Time, Unwrapped Harmony, Bound Imp, Stunning Barrier, Ice and Fire, Canopic Conversion, Magical Mansion, Arcane Robes, Blessing of Pharasma,
    Discard Pile: Scrying, Vision,
    Buried Pile: Hand of Glory, Staff of Greater Necromancy, Wand of Flying, Samisen of Oracular Vision, Erayu,

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

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

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


    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

    Five-Pointed Sun: Aiveria:

    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.

    Forgery of Ra: Mockery of Ra:

    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.

    Hall of Winged Chaos: Thundercloud of Set:

    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.

    Eternal Arena: Brass Golem:

    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.

    Hall of the Crocodile Kings: Shendakut:

    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.

    Ruined Temple: Usij Ghul:

    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.

    Guardian Vault: Sky Pharaoh Guardian:

    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:

    Dance of the Dead:

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

    Scenario Level (#): 6

    Turn: 26, Aric/20100

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

    Spoiler:
    Mummy Lord
    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.

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

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Barriers
    Spoiler:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.

    Spoiler:
    Polymorph Gas
    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.

    Spoiler:
    Sightless Starvation
    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.

    Spoiler:
    Word of Ra
    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.

    Spoiler:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Weapons
    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

    Spoiler:
    Chakram of Ruin
    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.

    Spoiler:
    Axe of the Imperative
    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.

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

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Quickdraw Shield
    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.

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

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

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

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

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

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

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

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

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

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


    Spoiler:
    Sand Elemental
    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.

    Spoiler:
    Reed Moccasin
    MM
    Ally 3
    Traits:
    Animal
    Elemental
    Acid
    Poison
    To Acquire:
    Wisdom
    Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 4

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 1 Raz/eddiephlash
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 2 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 2 Mavaro/NathanDavis
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 3 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Ezren/AbrahamZ
    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 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, None

    Location #2: Forgery of Ra
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: Raz/eddiephlash, None

    Location #3: Hall of Winged Chaos
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: None

    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
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Mavaro/NathanDavis, Ezren’s Create Mindscape, Seoni’s Create Mindscape
    1 item + Ring of the Grasping Grave, Word of Ra (barrier), Silken Ceremonial Armor, Blessing of the Ancients, Lightning Bolt, Mumia Smugglers

    Ruined Temple Card 1:
    Lightning Bolt
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to use your Arcane skill + 3d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Ruined Temple Card 3:
    Scarab of Ptah
    MM
    Item 6
    Traits:
    Trigger
    Object
    Magic
    Ptah
    To Acquire:
    Constitution
    Fortitude 12
    When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    Ruined Temple Card 4:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    Ruined Temple Card 5:
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.

    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


    Deck handler

    3 Fire damage from Zelhara’s turn:

    Recharge Falcon Crown to reduce it by 2.
    Discard Ring of Rat Fang to remaining damage.


    Deck handler

    Hour: Blessing of the Ancients

    No move

    Free exploration:

    Ruined Temple Card 1: Lightning Bolt:

    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to use your Arcane skill + 3d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

    2 create mindscape at location
    Arcane 8: 1d10 + 6 + 2d4 ⇒ (9) + 6 + (1, 3) = 19
    Use Ezren power and draw another new spell.

    Ride the Lightning:

    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.

    Discard Blessing of Norgorber to explore. (gets buried by location)
    Mumia Smugglers

    Reveal Binder’s Tome on top of the 2 create mindscape
    Charisma 8: 1d8 + 2 + 3d4 ⇒ (1) + 2 + (3, 2, 1) = 9
    Acquired
    Do not use Ezren’s power to avoid getting an ally without an exploration power.

    Discard Mumia Smugglers to explore.

    Scarab of Ptah:

    MM
    Item 6
    Traits:
    Trigger
    Object
    Magic
    Ptah
    To Acquire:
    Constitution
    Fortitude 12
    When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

    Con 12: 3d4 ⇒ (1, 3, 3) = 7
    Banished

    Discard Blessing of Urgathoa to explore, gets buried by location.

    Silken Ceremonial Armor:

    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Reveal Binder’s Tome
    Charisma 11: 1d8 + 2 + 3d4 ⇒ (7) + 2 + (4, 1, 4) = 18
    Use Ezren power to try to get something better. Get Quickdraw Shield.

    End turn
    Draw 3 cards

    Nyctessa, Undead Master wrote:

    Hand: Symbol of Fortune, Volcanic Storm, Create Mindscape, Quickdraw Shield, Binder's Tome, Blessing of Ptah, Blessing of Anubis, Usij Ghoul (level 6),

    Displayed: Freed Soul,
    Deck: 10 Discard: 8 Buried: 5
    Current Location: Ruined Temple
    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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Animate Dead, Ride The Lightning, Animated Skeleton, Animated Zombie, Sand Elemental, Carpet of Flying, Hollow Serpent (lvl 6), Marionette
    Recharged: Blessing of the Seventh Vail, Falcon Crown,
    Discard Pile: Brand of Hobbling, Dune of Doom, Evocation Staff, Swipe (from Zelhara), Ubashki Swarm (level 1), Summon Hellhounds, Ring of Rat Fangs, Mummia Smugglers,
    Buried Pile: Mummy Golem, Eruption, Blessing of Isis, Blessing of Norgorber, Blessing of Urgathoa,

    Skills and Powers:
    SKILLS
    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).


    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

    Five-Pointed Sun: Aiveria:

    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.

    Forgery of Ra: Mockery of Ra:

    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.

    Hall of Winged Chaos: Thundercloud of Set:

    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.

    Eternal Arena: Brass Golem:

    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.

    Hall of the Crocodile Kings: Shendakut:

    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.

    Ruined Temple: Usij Ghul:

    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.

    Guardian Vault: Sky Pharaoh Guardian:

    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:

    Dance of the Dead:

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

    Scenario Level (#): 6

    Turn: 27, Raz/eddiephlash

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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

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

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

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

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

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

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

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

    Weapons
    Spoiler:
    Chakram of Ruin
    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.

    Spoiler:
    Axe of the Imperative
    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.

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

    Spoiler:
    Chakram of Ruin
    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.

    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    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 recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    On your combat check, if you played another weapon, discard this card to add 1d6+2.

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

    Spoiler:
    Canopic Conversion
    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.

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

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

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

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

    Spoiler:
    Horn Lamellar
    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.

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

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

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

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

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

    Spoiler:
    Twitch Tonic
    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.

    Spoiler:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

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

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

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

    Spoiler:
    Tomb Artisan
    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.

    Spoiler:
    Sophronia
    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.

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

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

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

    Spoiler:
    Blessing of 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.

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

    Spoiler:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

    Current Hour:

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

    Hours Remaining: 3

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    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 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, None

    Location #2: Forgery of Ra
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: Raz/eddiephlash, None

    Location #3: Hall of Winged Chaos
    Closed
    At This Location: 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 ?: 0
    Located/Displayed Here: None

    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
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Mavaro/NathanDavis, Ezren’s Create Mindscape, Seoni’s Create Mindscape

    In location: Ring of the Grasping Grave, Blessing of the Ancients

    Ruined Temple Card 1:
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.

    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


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Start turn. Hour is Isis. Move to Ruined Temple. Explore: Blessing of the Ancients. Auto Acquire with my d6+2.

    Discard Retriever to explore: Ring of the Grasping Grave. Retriever + 2x Create Mindscape.
    Divine 12: 1d6 + 2 + 1d6 + 2d6 ⇒ (5) + 2 + (4) + (2, 3) = 16 Acquired!

    Empty location, attempt to close, bury BotAncients. Banish a Curse!

    [ooc] End turn. Reset hand, drawing 0.

    Raz wrote:

    Hand: Pillaging Mace, Dwarven Earthbreaker +1, Griffon, Mighty Steed, Hatchetbird, Ring of the Grasping Grave,

    Displayed: Curse of the Mummy,
    Deck: 6 Discard: 9 Buried: 4
    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

    Skills and Powers:
    SKILLS

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

    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] [] []


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Off turn, Curse of Withering Banished

    Hour of Horus

    Move to Five-Pointed Sun
    No remaining cards in location. Attempt to close.
    Summon and encounter Kor-Ahn-Tuk
    Steal Soul

    Dexterity 9: 1d8 + 1d4 ⇒ (8) + (4) = 12 Nice!
    Reveal and discard Meteor Hammer +3. Steal Soul. Reveal Seoni's Binder's Tome.
    Combat Divine 23: 1d10 + 5 + 1d10 + 3 + 1d6 + 1d4 + 1d4 ⇒ (8) + 5 + (3) + 3 + (5) + (2) + (3) = 29 Banished! Closed! We win!

    On last guardian, felled with two meteors chained together and expertly wielded by the power of guilty souls.

    I had Blessing of the Savored Sting on hand for either check, but didn't need it!


    4-6B: IN DEATH’S SHADOW

    Development:

    It was never foolproof, but you’re shocked at exactly how overambitious your scheme really was. Nightcrescent’s manor was far better protected than you imagined, and you and your unlikely compatriots fought all manner of ordeals where you least expected them. You obtained none of the false proof you promised the guards, nor were you able to create the distraction needed to find what you truly sought: the Pathfinder Society’s stolen relics.

    But you survived, and the guards are looking to you now for a new plan. That, or perhaps they’re considering destroying you. These, you realize, are not mutually exclusive options. But they do suggest they’ll let the first happen before the second.

    You can salvage this, you insist. You just need some time. The guards nod suspiciously and disperse, and just like that, you’re left to your own devices on Mechitar’s streets.


    4-6C: HUNTED IN THE UNDEAD CITY

    Your nerves thoroughly shaken after your close call in Sellortia, you slink back onto the relatively safe daytime streets of Mechitar. Despite your exhaustion, you fix your features with what you hope is an intimidating scowl. A few hooded ghouls pass by you, taunting you with hisses and jeers of “fresh meat!” but none move to attack. A few blocks from Stavros Nightcrescent’s manor, you toss back your cloak, revealing the badge that marks you as a protected trader in the city of the undead. You hope it’s enough to keep the voracious undead from your throat while you travel back to the Katapeshi embassy where you’re staying.

    Today, it’ll suffice, it seems.

    The next fortnight passes relatively peacefully. You accompany Tirah Dolreshi and the other Katapeshi delegates to their meetings with the Gebbites, some inside a few alcazars belonging to particularly powerful Blood Lords. You even venture across the tainted River of Rot, the putrid canal’s waters a bubbling morass, to attend a sit-down with the undead nation’s treasurer. All the while, you watch your intractable companions forge economic deals and diplomatic relations with some shockingly evil beings. This is a shockingly dull routine, given that you’re a living being in a city of undead who’d rather eat you than parley.

    All seems well until a zombie courier arrives in the embassy, a bloody sack clutched in its hand. Grimacing only slightly, Dolreshi accepts the delivery on behalf of Katapesh. When she looks inside the bag, however, she’s baffled.

    But you’re not.

    The bag is filled with about a half-dozen bloodied teeth, their ends ground to a fine point—the carefully filed fangs of Xandhul Bloodsbane III. This human guard with the Bellator Mortus was assisting you against the vampire Blood Lord Nightcrescent on false pretenses. The note inside the bag reads: “You infiltrated my life. Now, I’m infiltrating yours. Consider your allies forfeit. You, however, I ruin last.” The message is signed with only an initial: S. It seems Stavros Nightcrescent was not blind to your identity or your failed plan. Now he’s after you and all your allies in Mechitar. You’re going to need all the help you can muster if you’re going to fend off his attacks!


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Scenario Level (#): 6

    Turn: 0, Mavaro/NathanDavis

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

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

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Ideally I would like to start with Seoni but we should make sure we cover all the locations. So lacking other information, starting at Chisisek's Tomb.

    Efni Raan: Chakram of Ruin Replaces Meteor Hammer +3 and Steel Ibis Lamellar
    Sunburst Market: Druid of the Hive Replaces Blessing of Norgorber
    Loot: Blessing of the Lady of Graves Replaces Blessing of Wadjet

    Zelhara wrote:

    Hand: Blessing of the Lady of Graves, Steal Soul, Blade Lash, Stunning Barrier, Chakram of Ruin, Dryad Sandals,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Blessing Available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ]+2
    Fortitude: Constitution +3
    Intelligence d6 [ ] +1
    Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
    Divine: Wisdom +1
    Perception: Wisdom +3
    Charisma d6 [X] +1 [X] +2 [X] +3
    Diplomacy: Charisma +2

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


    Human Wizard | Ezren's Deck //

    Ezren will start at Chisisek's Tomb. At the start of the first turn he'll display Create Mindscape there, which will also allow him to examine the top of his deck: Magical Mansion, which he will recharge.

    "

    Ezren wrote:

    Hand: Channel the Gift, Cloudburst, Death's Touch (Core) 1, Khepresh of Refuge, Sand Elemental, Bound Imp,

    Displayed: Create Mindscape,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Chisisek's Tomb
    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)

    Sand Elemental: recharge to reduce Cold/Fire dmg to 0 (anywhere)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elemental Skin, Chain Lightning (Core), Acadamae Scholar, Fire Snake, Mythopoeic Sphinx, Arcane Robes, Disintegrate, Effigy of Anubis, Ice and Fire, Spellbook, Spite Cloud, Staff of Greater Necromancy, Unwrapped Harmony
    Recharged: Magical Mansion,
    Discard Pile:
    Buried Pile:

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

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

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


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hero Point: Power Feat: For your combat check, you may discard a card to use your Arcane skill +1d6 +4 and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Upgrading Item 5 Bottled Lightning into Item 6 Ring of Resistance
    Replacing Loot Erayu with Apprentice.
    Replacing Loot Golden Serpent Armband with Samisan of Oracular Vision. Replacing Binder’s Tome with Loot Golden Serpent Armband.
    Ghoul Market: Trading Item 5 Samisan of Oracular Vision with Armor 6 Horn Lamellar
    Starting at Ezren’s location

    Seoni rematerialized in the center of summoning pentagram next to Ezren. “Bring them on,” she dared. The sorcerer bared her shoulders, revealing tattoos running the full length of both arms, from the edge of the lamellar up to a jeweled ring on her fingertip: a pair of loaded arcane bazookas. “I cast the meanest magic missile ever.”

    Seoni wrote:

    Hand: Horn Lamellar, Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Surgeon (recharge to heal 1 local card), Apprentice, Game of Afterlife (banish to recovery to banish displayed curse), Blessing of the Lady of Graves (discard to doublebless Undead/bury after roll to add or subtract WIS die; discard if Pharasma hour),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of the Lady of Graves
    Can use without asking: Create Mindscape; Surgeon; Game of Afterlife

    Skills and Powers:

    Skills:
    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) ([X] +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


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Start at Crypt. Trade out Belt of Charging and Ring of Stony Flesh for loots: Life Lantern. Cartouche of Protection. Trade out Impervious Fortress Plate for Camel at Sunburst Market. Start at Crypt.

    "

    Raz wrote:

    Hand: Camel, Ebon Thorn, Blessing of the Inheritor, Mighty Steed, Mountain Dog, Blessing of Shizuru,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 7
    Shirt reroll: Available
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

    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] [] []


    Male Human Vigilante Deck Handler

    Not using trader.
    Loot:
    Maftet Hunter replaces Shy Ratani
    Hand of the Honest Man replaces Candle of Comity.

    Start at Sepulcher of the Servant.

    Aric at Sepulcher of the Servant wrote:

    Aric Hand Size 8: Dreamstalker (Ally), Shadowless Sword (Weapon), Blessing of Bastet (Blessing), Maftet Hunter (Ally), Fortune-Teller (Ally), Adamantine Sai +2 (Weapon), Bloodbound Hat (Item), Vreva Jhafae (Ally)

    Deck: 13 Discard: 0 Buried: 0
    Notes: You can use my cards if needed.

    Reroll unused in 4-6B
    Kit: Hand of the Honest Man (Loot Item), Vampiric Backsword +3 (Weapon), Corrosive Backsword +4 (Weapon)

    Aric Skills and Powers:
    Skills
    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Powers
    Hand Size ☑☑ 8
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
    When guarding, you may discard a card to guard your location.

    Favored Card: None
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


    Hero Points:3

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4

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

    ☑ On your combat check, you may discard ☑ or recharge a card that has the Accessory or Clothing trait or an armor to add 1d8
    If a local character would fail a check to defeat a monster, you may discard a card to allow her to reroll the dice and take the new result.
    Favored Card: None


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 1, Seoni/EmpTyger

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Mummy Lord
    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.

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

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

    Spoiler:
    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Barriers
    Spoiler:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.

    Spoiler:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

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

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


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

    Weapons
    Spoiler:
    Chakram of Ruin
    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.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

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

    Spoiler:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

    Spoiler:
    Volcanic Storm
    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.

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

    Spoiler:
    Named Bullet
    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.

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

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

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

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

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

    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

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

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

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

    Spoiler:
    Giant Slug
    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.

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

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

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

    Blessings
    Spoiler:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Aric/20100:
    Spoiler:
    Hourglass Card 2 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 Raz/eddiephlash
    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.
    Hourglass Card 4 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 4 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    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.
    Hourglass Card 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Aric/20100:
    Spoiler:
    Hourglass Card 7 Aric/20100
    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.
    Hourglass Card 8 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 8 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 9 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 10 Seoni/EmpTyger
    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.
    Hourglass Card 11 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 11 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Aric/20100:
    Spoiler:
    Hourglass Card 12 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 13 Raz/eddiephlash
    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.
    Hourglass Card 14 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 14 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 15 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 16 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 Aric/20100:
    Spoiler:
    Hourglass Card 17 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 18 Raz/eddiephlash
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 19 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 19 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 20 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 20 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 21 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 22 Aric/20100:
    Spoiler:
    Hourglass Card 22 Aric/20100
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 23 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 23 Raz/eddiephlash
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 24 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 24 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 25 Seoni/EmpTyger
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 26 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 26 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 27 Aric/20100:
    Spoiler:
    Hourglass Card 27 Aric/20100
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 28 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 28 Raz/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 29 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Siege Deck
    M: 16 Ba: 10 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Siege Deck Card 2:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 3:

    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 4:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 5:

    Holy Word Trap
    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.
    Siege Deck Card 6:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 7:

    Earth 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.
    Siege Deck Card 8:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 9:

    Mummy
    MM
    Monster 4
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    If undefeated, bury your discard pile.
    Siege Deck Card 10:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Siege Deck Card 11:

    Telekinetic Enucleation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Siege Deck Card 12:

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

    Mummy Lord
    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.
    Siege Deck Card 14:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 15:

    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Siege Deck Card 16:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 17:

    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Siege Deck Card 18:

    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Siege Deck Card 19:

    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Siege Deck Card 20:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 21:

    Earth 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.
    Siege Deck Card 22:

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 23:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 24:

    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Siege Deck Card 25:

    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Siege Deck Card 26:

    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Siege Deck Card 27:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Siege Deck Card 28:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 29:

    Living Sandstorms
    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.
    Siege Deck Card 30:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 31:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 32:

    Quicksand Bunyip
    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.

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

    Chisisek's Tomb Card 1:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Chisisek's Tomb Card 2:
    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.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 6 (Mortevia Strassel):
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash, None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Mumia Lab Card 1:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 2:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Mumia Lab Card 3:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 4:
    Elemental Brass Mail
    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.
    Mumia Lab Card 5:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 6:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 7:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, None
    Sepulcher of the Servant Card 1:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 2:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Actually trading Item 5 Samisan of Oracular Vision for Armor 5 Aegis of Recovery)
    Seoni had a premonition about what was coming. "On second thought, I don't want the lamellar to obscure my tattoos." Fortunately, the Ghoul Market's exchange policy was generous.

    (Seoni's turn)
    Hourglass: Ancients o'clock
    Displaying Seoni's Create Mindscape at Chisisek's Tomb
    Exploring Siege Deck 1: Hanshepsu

    Hanshepsu:
    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.

    Seoni and Ezren entered their mindscapes, but something came that was beyond their manipulations of reality...

    (Pausing to discuss)


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Resuming turn)
    Hanshepsu: 1d4 ⇒ 3
    Hanshepsu is evaded and shuffled back into Siege Deck

    …but even as Seoni braced herself, the construct remained inactive. Zelhara’s eagerness was replaced by disappointment, in a way Seoni was not sure how to interpret.

    Shuffled Siege Deck: 1d32 ⇒ 19
    Discarding Apprentice to explore Siege Deck 19: Hungry Fog

    Hungry Fog:
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Using Create Mindscape x2
    WIS 10: 1d6 + 2d4 ⇒ (2) + (4, 3) = 9
    Banishing Game of Afterlife to recovery to reroll the d6
    WIS 10: 9 - 2 + 1d6 ⇒ 9 - 2 + (3) = 10
    Hungry Fog is banished

    A heavy fog descended upon the necropolis, darkening Seoni’s vision. But she knew her starting moves cold and play out the opening even if blindfolded. And sure enough, the fog soon lifted.

    Ending turn. Revealing Aegis of Recovery to recharge Apprentice.
    Recovery: Using Create Mindscape x2
    INT 8: 1d8 + 2 + 2d4 ⇒ (5) + 2 + (4, 3) = 14
    Game of Afterlife is recharged.
    Resetting hand

    The aegis glowed, a bubble of life amid the necropolis.

    Seoni wrote:

    Hand: Aegis of Recovery, Headband of Alluring Charisma, Surgeon (recharge to heal 1 local card), Fire Snake, Golden Serpent Armband, Blessing of the Lady of Graves (discard to doublebless Undead/bury after roll to add or subtract WIS die; discard if Pharasma hour),

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
    Deck: 15 Discard: 0 Buried: 0
    Notes: Create Mindscape is displayed at Chisisek's Tomb
    Ask before using: Blessing of the Lady of Graves
    Can use without asking: Create Mindscape; Surgeon

    Skills and Powers:

    Skills:
    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) ([X] +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:
    Siege Deck 19 is banished.
    Siege Deck is shuffled (contains Hanshepsu).
    Seoni’s Create Mindscape is displayed at Chisisek’s Tomb.

    Board Status:
    Most Recent BR Refresh
    2 Create Mindscapes at Chisisek's Tomb

    SHUFFLED Siege Deck 1-18,20-32 remain // Hanshepsu
    Seoni, Ezren, Zelhara - Chisisek's Tomb 1-6 remain
    Raz - Crypt 1-7 remain
    Mumia Lab 1-7 remain
    Aric - Sepulcher of the Servant 1-7 remain


    Human Wizard | Ezren's Deck //

    It is the hour of Elements

    Location Power: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.

    Send Channel the Gift to Recovery to allow Seoni to search deck for Coordinated Blast and draw it.

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

    Send Bound Imp to Recovery to draw two cards: Scholar and Effigy of Anubis.

    Free explore:
    Shuffled location: 1d32 ⇒ 32

    Siege Deck Card 32 is Quicksand Bunyip:

    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.

    Send Death's Touch to Recovery
    Combat 12 (18), mindscape x2, scholar: 1d12 + 6 + 3d6 + 3 + 2d4 + 1 ⇒ (12) + 6 + (1, 5, 3) + 3 + (4, 1) + 1 = 36

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

    Discard Scholar to explore
    Shuffled location: 1d31 ⇒ 15

    Siege Deck Card 15 is Bonecrusher Chieftain:

    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Send Cloudburst to Recovery
    Combat 12+6=18 (24), mindscape x2, scholar: 1d12 + 6 + 3d6 + 2d4 + 1d4 ⇒ (1) + 6 + (2, 6, 3) + (4, 1) + (4) = 27

    Recharge Effigy of Anubis to draw Scholar from discard pile

    End turn

    Recovery Phase:
    Recharge Channel the Gift? Arcane 14, mindscape x2, scholar: 1d12 + 6 + 2d4 + 1 ⇒ (5) + 6 + (1, 4) + 1 = 17
    Recharge Bound Imp? Arcane 8, mindscape x2, scholar: 1d12 + 6 + 2d4 + 1 ⇒ (2) + 6 + (4, 4) + 1 = 17
    Recharge Death's Touch? Arcane 13, mindscape x2, scholar: 1d12 + 6 + 2d4 + 1 ⇒ (4) + 6 + (3, 2) + 1 = 16
    Recharge Cloudburst? Arcane 13, mindscape x2, scholar: 1d12 + 6 + 2d4 + 1 ⇒ (6) + 6 + (2, 1) + 1 = 16

    Ezren power: Before you reset your hand, you may reveal a spell (NONE IN HAND SO N/A) to treat your hand size as 3, 7, or 10 until the end of the turn.

    Reset Hand

    "Board Status
    Most Recent BR Refresh
    2 Create Mindscapes at Chisisek's Tomb

    Notes for Seoni: Draw Coordinated Blast from your deck

    SHUFFLED Siege Deck 1-14, 16-18, 20-31 remain // Hanshepsu
    Seoni, Ezren, Zelhara - Chisisek's Tomb 1-6 remain
    Raz - Crypt 1-7 remain
    Mumia Lab 1-7 remain
    Aric - Sepulcher of the Servant 1-7 remain"

    "

    Ezren wrote:

    Hand: Ice and Fire, Elemental Skin, Khepresh of Refuge, Spellbook, Mythopoeic Sphinx, Sand Elemental, Acadamae Scholar,

    Displayed: Create Mindscape,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Chisisek's Tomb
    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)

    Sand Elemental: recharge to reduce Cold/Fire dmg to 0 (anywhere)

    Elemental Skin: display at Ezren's location for 1 turn and choose one element; 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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disintegrate, Arcane Robes, Unwrapped Harmony, Spite Cloud, Staff of Greater Necromancy, Chain Lightning (Core), Fire Snake
    Recharged: Magical Mansion, Effigy of Anubis, Channel the Gift, Bound Imp, Death's Touch (Core) 1, Cloudburst,
    Discard Pile:
    Buried Pile:

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

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

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


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 3, Aric/20100

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Skull Ripper
    MM
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skill Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Spoiler:
    Hollow Serpent
    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.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

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

    Spoiler:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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

    Spoiler:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.

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

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

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

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

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

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

    Spells
    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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

    Spoiler:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

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

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

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

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

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

    Spoiler:
    Pure Holy Water
    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.

    Spoiler:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.

    Spoiler:
    Ring of Energy Resistance
    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.

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

    Allies
    Spoiler:
    Dredge
    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.

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

    Spoiler:
    Clockwork Menial
    MM
    Ally 3
    Traits:
    Automaton
    To Acquire:
    Intelligence
    Craft 9
    Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
    Discard this card to explore your location.

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

    Spoiler:
    Reed Moccasin
    MM
    Ally 3
    Traits:
    Animal
    Elemental
    Acid
    Poison
    To Acquire:
    Wisdom
    Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 1 Raz/eddiephlash
    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.
    Hourglass Card 2 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 2 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    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.
    Hourglass Card 4 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Ezren/AbrahamZ
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Aric/20100:
    Spoiler:
    Hourglass Card 5 Aric/20100
    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.
    Hourglass Card 6 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 6 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 7 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    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.
    Hourglass Card 9 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 9 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Aric/20100:
    Spoiler:
    Hourglass Card 10 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 Raz/eddiephlash
    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.
    Hourglass Card 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Aric/20100:
    Spoiler:
    Hourglass Card 15 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 16 Raz/eddiephlash
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 17 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 17 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 18 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 19 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Aric/20100:
    Spoiler:
    Hourglass Card 20 Aric/20100
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 21 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 21 Raz/eddiephlash
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 22 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 22 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 23 Seoni/EmpTyger
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 24 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 24 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 25 Aric/20100:
    Spoiler:
    Hourglass Card 25 Aric/20100
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 26 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 26 Raz/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 27 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Siege Deck
    M: 14 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Siege Deck Card 2:

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

    Living Sandstorms
    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.
    Siege Deck Card 4:

    Earth 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.
    Siege Deck Card 5:

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

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Siege Deck Card 7:

    Mummy Lord
    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.
    Siege Deck Card 8:

    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Siege Deck Card 9:

    Telekinetic Enucleation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Siege Deck Card 10:

    Holy Word Trap
    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.
    Siege Deck Card 11:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 12:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 13:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 14:

    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Siege Deck Card 15:

    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Siege Deck Card 16:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Siege Deck Card 17:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 18:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 19:

    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Siege Deck Card 20:

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

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 22:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 23:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 24:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 25:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 26:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 27:

    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Siege Deck Card 28:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 29:

    Earth 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.

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Mavaro/NathanDavis, Ezren’s Create Mindscape, Seoni's Create Mindscape

    Chisisek's Tomb Card 1:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Chisisek's Tomb Card 2:
    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.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 6 (Mortevia Strassel):
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash, None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Mumia Lab Card 1:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 2:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Mumia Lab Card 3:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 4:
    Elemental Brass Mail
    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.
    Mumia Lab Card 5:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 6:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 7:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, None
    Sepulcher of the Servant Card 1:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 2:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


    Male Human Vigilante Deck Handler

    Blessing of the Ancients

    Change to Red Raven

    No move, use red raven power to examine.

    Siege Deck Card 1: Hanshepsu:

    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Use power and encounter.
    Before acting: 1d4 ⇒ 3
    Shuffled by using the BR site.

    Reveal Fortune-Teller, pick bane and examine the siege deck top card:

    Sky Pharaoh's Curse:

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

    That’s a bane but the trigger makes it displayed next to Aric/The Red Raven’s deck.

    Free exploration:

    Earth 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.

    Before acting: The Red Raven is alone. Recharge Vreva to add a d6.
    Acrobatics 13: 1d10 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13
    No acid damage.

    Reveal Shadowless Sword to use Melee +d8+2, use power and recharge clothing: Bloodbound Hat, to add a d8
    Combat 19: 1d10 + 7 + 1d8 + 2 + 1d8 ⇒ (2) + 7 + (6) + 2 + (4) = 21
    Defeated by less than 6, scourge: 1d10 ⇒ 9 Curse of Blindness

    Discard Maftet Hunter to explore

    Vanth:

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

    Scourge: 1d10 ⇒ 10 Curse of the Mummy
    Reveal Shadowless Sword to use Melee +d8+2, maftet hunter adds 2d6
    Combat 19: 1d10 + 7 + 1d8 + 2 + 2d6 ⇒ (5) + 7 + (4) + 2 + (6, 1) = 25
    Defeated by 6.

    Discard Dreamstalker, use it to examine the Siege deck before moving the card in The Red Raven’s location and encountering it.

    Mummy:

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

    Use Red Raven power to exchange Shadowless Sword for Vampiric Backsword +3.
    Reveal Vampiric Backsword +3 to use Melee+d6+3, another d6 is added due to proficiency.
    Combat 21: 1d10 + 7 + 2d6 + 3 ⇒ (5) + 7 + (1, 6) + 3 = 22
    Defeated by less than 6 sourge: 1d10 ⇒ 3 Curse of Vulnerability. Reload Vampiric Backsword +3 power to recharge a random card from discard
    random discard: 1d2 ⇒ 2 dreamstalker

    Discard Blessing of Bastet and look at location: Jolting Portent. Use power to exchange from kit when examining, taking Hand of the Honest Man and putting Fortune-Teller instead.

    Bury Hand of the Honest Man to remove TRR’s curse of the mummy.
    Wisdom 8 to recharge: 1d8 + 2 ⇒ (7) + 2 = 9
    Recharged

    End of turn:
    Use The Red Raven’s power to examine:

    Living Sandstorms:

    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.

    Switch to Aric
    Trigger: fail the dexterity check, Combat Damage: 1d4 ⇒ 2
    Recharge Adamantine Sai +2 to reduce damage by 2, 0 damage so no loss of cards in locations.

    I don’t think I can encounter the monster as I switched to Aric, and I would only do so if Raz wants to encounter the monster.

    Reset hand draw 8 cards.

    Aric at Sepulcher of the Servant wrote:

    Aric Hand Size 8: Vampiric Backsword +3 (Weapon), Isiem (Ally), Quick-change Mask (Item), Silken Ceremonial Armor (Armor), Vizier (Ally), Mask of the Red Raven (Item), Elyana (Ally), Sawtooth Sabre +2 (Weapon)

    Displayed: Sky Pharaoh's Curse[/b], Curse of Blindness, Curse of Vulnerability
    Deck: [b]11
    Discard: 2 Buried: 0
    Notes: You can use my cards if needed.

    Reroll unused in 4-6B
    Kit: Fortune-Teller (Ally), Shadowless Sword (Weapon), Corrosive Backsword +4 (Weapon)

    Aric Skills and Powers:
    Skills
    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Powers
    Hand Size ☑☑ 8
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
    When guarding, you may discard a card to guard your location.

    Favored Card: None
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


    Hero Points:3

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4

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

    ☑ On your combat check, you may discard ☑ or recharge a card that has the Accessory or Clothing trait or an armor to add 1d8
    If a local character would fail a check to defeat a monster, you may discard a card to allow her to reroll the dice and take the new result.
    Favored Card: None


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 4, Raz/eddiephlash

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

    Spoiler:
    Sard
    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.

    Spoiler:
    Ammut
    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.

    Spoiler:
    Skull Ripper
    MM
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skill Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Spoiler:
    Hollow Serpent
    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.

    Barriers
    Spoiler:
    Thousand Suns
    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.

    Spoiler:
    Sightless Starvation
    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.

    Spoiler:
    Polymorph Gas
    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.

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

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

    Weapons
    Spoiler:
    Crook and Flail of Kings
    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.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Parade Armor
    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.

    Items
    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Spoiler:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

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

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

    Spoiler:
    Ring of Rejection
    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."

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

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

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

    Spoiler:
    Stone Weasel
    MM
    Ally C
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

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

    Spoiler:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    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.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/20100:
    Spoiler:
    Hourglass Card 4 Aric/20100
    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.
    Hourglass Card 5 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 5 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 6 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    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.
    Hourglass Card 8 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Aric/20100:
    Spoiler:
    Hourglass Card 9 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 10 Raz/eddiephlash
    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.
    Hourglass Card 11 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 11 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Aric/20100:
    Spoiler:
    Hourglass Card 14 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 Raz/eddiephlash
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 16 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 16 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Aric/20100:
    Spoiler:
    Hourglass Card 19 Aric/20100
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 20 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 20 Raz/eddiephlash
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 21 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 21 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 22 Seoni/EmpTyger
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 23 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 23 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 24 Aric/20100:
    Spoiler:
    Hourglass Card 24 Aric/20100
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 25 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 25 Raz/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 26 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Siege Deck
    M: 11 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1 (Living Sandstorms):

    Living Sandstorms
    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.
    Siege Deck Card 2:

    Earth 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.
    Siege Deck Card 3:

    Telekinetic Enucleation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.
    Siege Deck Card 4:

    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Siege Deck Card 5:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 6:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Siege Deck Card 7:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 8:

    Holy Word Trap
    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.
    Siege Deck Card 9:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Siege Deck Card 10:

    Mummy Lord
    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.
    Siege Deck Card 11:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 12:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 13:

    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Siege Deck Card 14:

    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Siege Deck Card 15:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 16:

    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 17:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 18:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 19:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 20:

    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Siege Deck Card 21:

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 22:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 23:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 24:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 25:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Mavaro/NathanDavis, Ezren’s Create Mindscape, Seoni's Create Mindscape

    Chisisek's Tomb Card 1:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Chisisek's Tomb Card 2:
    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.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 6 (Mortevia Strassel):
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash, None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Mumia Lab Card 1:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 2:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Mumia Lab Card 3:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 4:
    Elemental Brass Mail
    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.
    Mumia Lab Card 5:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 6:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 7:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, None
    Sepulcher of the Servant Card 1:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 2:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Start turn. Hour is Pharasma. Explore: Living Sandstorms. Before you act, discard a card from the blessings deck (Ancients), then shuffle the villain Sandstorm from the box into the blessings deck. Recharge Shizuru to double bless my punch. Reveal Ebon Thorn for +2.
    Combat 18: 3d8 + 6 + 2 ⇒ (7, 4, 8) + 6 + 2 = 27 Defeated.

    Discard Camel to explore: Earth Ossumental. BYA. Discard top of deck for pally power (Mass Cure).
    Dex 13: 1d8 + 1d6 + 2 ⇒ (5) + (2) + 2 = 9 Dang
    Acid Damage: 1d4 ⇒ 4 Bury Ebon Thorn
    [ooc] For combat, punch it, and discard top of deck (Warhorse - recharged). Request Seoni's Lady of the Graves to double bless.

    Combat 19 + 3 + # = 27: 3d8 + 6 + 1d6 + 2 ⇒ (6, 6, 2) + 6 + (4) + 2 = 26 Shirt reroll that 2
    Combat 19 + 3 + # = 27: 6 + 6 + 1d8 + 6 + 4 + 2 ⇒ 6 + 6 + (4) + 6 + 4 + 2 = 28 Success!

    That's enough nonsense for now. End turn. Reset hand, drawing 3.

    Raz wrote:

    Hand: Blessing of the Inheritor, Mighty Steed, Mountain Dog, Griffon, Hatchetbird, Defiant Nodachi +3,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 7
    Shirt reroll: Available
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

    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] [] []


    Deck Handler Searching for: Weapon 6 > Spell 6 > Item 6

    Off turn, when Ezren defeats the Quicksand Bunyip. Display Steal Soul.
    Shuffle Hour. 1=Living Sandstorm: 1d26 ⇒ 4 Hour of Hourglass Card 4: Blessing of Maat

    Give Card to Ezren: Blessing of the Lady of Graves

    Blessing of the Lady of Graves:
    Traits
    Divine
    Undead
    Pharasma

    Powers
    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.



    Free explore and encounter Telekinetic Enucleation
    2xCreate Mindscape. Steal Soul.

    Perception 16: 1d10 + 7 + 2d4 + 1d4 ⇒ (3) + 7 + (1, 3) + (4) = 18 Banished!

    With the combined brainpower of Ezren, Seoni, Zelhara and her new pet soul, they are able to detect and avoid a complex telekinetic trap.

    Zelhara wrote:

    Hand: Shy Ratani, Hangman's Noose, Blade Lash, Stunning Barrier, Chakram of Ruin, Dryad Sandals,

    Displayed: Steal Soul,
    Deck: 12 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ]+2
    Fortitude: Constitution +3
    Intelligence d6 [ ] +1
    Wisdom d10 [X] +1 [X] +2 [X] +3 [X] +4
    Divine: Wisdom +1
    Perception: Wisdom +3
    Charisma d6 [X] +1 [X] +2 [X] +3
    Diplomacy: Charisma +2

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

    Board Status
    Most Recent BR Refresh
    2 Create Mindscapes at Chisisek's Tomb
    Hourglass shuffled with #4 Blessing of Maat discarded and Living Sandstorms shuffled in.

    Notes for Ezren: Given Blessing of the Lady of Graves

    Siege Deck 4-25 remain // Hanshepsu
    Seoni, Ezren, Zelhara - Chisisek's Tomb 1-6 remain
    Raz - Crypt 1-7 remain
    Mumia Lab 1-7 remain
    Aric - Sepulcher of the Servant 1-7 remain


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 6, Seoni/EmpTyger

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

    Spoiler:
    Sard
    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.

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

    Spoiler:
    Ubashki Swarm
    MM
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

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

    Spoiler:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

    Spoiler:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

    Spoiler:
    Sightless Starvation
    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.

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

    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    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 recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    On your combat check, if you played another weapon, discard this card to add 1d6+2.

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

    Spoiler:
    Rod of the Devoured Dawn
    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.

    Spells
    Spoiler:
    Eruption
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Elemental Skin
    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.

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

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

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

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

    Spoiler:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

    Spoiler:
    Staff of Minor Healing
    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.

    Spoiler:
    Wyvern Poison
    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.

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

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/20100:
    Spoiler:
    Hourglass Card 2 Aric/20100
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx
    Hourglass Card 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 Raz/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 4 Mavaro/NathanDavis
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Aric/20100:
    Spoiler:
    Hourglass Card 7 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 8 Raz/eddiephlash
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 9 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 9 Mavaro/NathanDavis
    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.
    Hourglass Card 10 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 10 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 11 Ezren/AbrahamZ
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Aric/20100:
    Spoiler:
    Hourglass Card 12 Aric/20100
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 13 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 13 Raz/eddiephlash
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 14 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 14 Mavaro/NathanDavis
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 15 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 16 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 17 Aric/20100:
    Spoiler:
    Hourglass Card 17 Aric/20100
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 18 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 19 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 20 Seoni/EmpTyger
    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.
    Hourglass Card 21 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 21 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 22 Aric/20100:
    Spoiler:
    Hourglass Card 22 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 23 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 23 Raz/eddiephlash
    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.
    Hourglass Card 24 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 24 Mavaro/NathanDavis
    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.

    Siege Deck
    M: 9 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1:

    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Siege Deck Card 2:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 3:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Siege Deck Card 4:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 5:

    Holy Word Trap
    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.
    Siege Deck Card 6:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Siege Deck Card 7:

    Mummy Lord
    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.
    Siege Deck Card 8:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 9:

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

    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Siege Deck Card 11:

    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Siege Deck Card 12:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 13:

    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 14:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 15:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 16:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 17:

    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Siege Deck Card 18:

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 19:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 20:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 21:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 22:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Mavaro/NathanDavis, Ezren’s Create Mindscape, Seoni's Create Mindscape

    Chisisek's Tomb Card 1:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Chisisek's Tomb Card 2:
    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.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 6 (Mortevia Strassel):
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash, None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Mumia Lab Card 1:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 2:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Mumia Lab Card 3:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 4:
    Elemental Brass Mail
    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.
    Mumia Lab Card 5:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 6:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 7:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, None
    Sepulcher of the Servant Card 1 (Jolting Portent):
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 2:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Raz’s turn)
    Recharging Surgeon to heal Blessing of the Lady of Graves

    Pharasman healers knew the easiest way of forestalling death.

    (Seoni’s turn)
    Hourglass: Elements o’clock
    Giving Coordinated Blast to Ezren

    Coordinated Blast:
    Spell 3

    Magic / Arcane / Divine / Attack

    On another character at your location's check to defeat, discard this card to add your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.


    Just like their mindscapes, the mages' coordinated their attacks.

    Exploring Siege Deck 1: Girtablilu Ranger

    Girtablilu Ranger:
    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.

    Cold damage: 1d4 ⇒ 3
    Recharging Aegis of Recovery to prevent all Cold damage.
    Discarding Headband of Alluring Charisma as an Attack Force Magic spell, using Create Mindscape x2
    Combat 17 (23): 1d12 + 6 + 1d6 + 4 + 2d4 ⇒ (3) + 6 + (2) + 4 + (2, 3) = 20
    Scourge: 1d10 ⇒ 6
    Displaying Curse of Withering

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

    Girtablilu Ranger is banished
    Seoni batted aside a deadly scorpion sting, and responded with a missile that wasn't so easily deflected. The undead ranger was defeated, but a withering aura remained.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Apprentice, Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Ring of Energy Resistance, Fire Snake, Golden Serpent Armband, Blessing of Abadar (discard to bless/double bless if to defeat barrier),

    Displayed: Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Curse of Withering,
    Deck: 13 Discard: 1 Buried: 0
    Notes: Create Mindscape is displayed at Chisisek's Tomb
    Ask before using: Blessing of Abadar
    Can use without asking: Create Mindscape; Neferekhu

    Skills and Powers:

    Skills:
    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) ([X] +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
    Siege Deck 1 is banished.
    Ezren receives Coordinated Blast.

    Board Status:
    Most Recent BR Refresh
    Notes for Ezren: Receives Coordinated Blast

    Siege Deck 2-22 remain // Hanshepsu
    Seoni, Ezren, Zelhara - Chisisek's Tomb 1-6 remain
    Raz - Crypt 1-7 remain
    Mumia Lab 1-7 remain
    Aric - Sepulcher of the Servant 1-7 remain


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 7, Ezren/AbrahamZ

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

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

    Spoiler:
    Ecorche
    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.

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

    Barriers
    Spoiler:
    Polymorph Gas
    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.

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

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

    Spoiler:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Spoiler:
    Sightless Starvation
    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.

    Weapons
    Spoiler:
    Staff of the Hooded Cobra
    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.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

    Spoiler:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

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

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

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

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

    Spoiler:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Volcanic Storm
    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.

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

    Armors
    Spoiler:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    Skyplate Armor
    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.

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

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

    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Spoiler:
    Mumia
    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.

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

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

    Spoiler:
    Stone Weasel
    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.

    Spoiler:
    Stone Weasel
    MM
    Ally C
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

    Spoiler:
    Sehela
    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.

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/20100:
    Spoiler:
    Hourglass Card 1 Aric/20100
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx
    Hourglass Card 2 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 2 Raz/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 3 Mavaro/NathanDavis
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 Aric/20100:
    Spoiler:
    Hourglass Card 6 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 Raz/eddiephlash
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 Mavaro/NathanDavis
    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.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Ezren/AbrahamZ
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Aric/20100:
    Spoiler:
    Hourglass Card 11 Aric/20100
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 12 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 12 Raz/eddiephlash
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 13 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 13 Mavaro/NathanDavis
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 14 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 15 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 16 Aric/20100:
    Spoiler:
    Hourglass Card 16 Aric/20100
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 17 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 18 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 18 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 19 Seoni/EmpTyger
    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.
    Hourglass Card 20 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 20 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Aric/20100:
    Spoiler:
    Hourglass Card 21 Aric/20100
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 22 Raz/eddiephlash
    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.
    Hourglass Card 23 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 23 Mavaro/NathanDavis
    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.

    Siege Deck
    M: 9 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6
    Siege Deck Card 1:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 2:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Siege Deck Card 3:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 4:

    Holy Word Trap
    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.
    Siege Deck Card 5:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Siege Deck Card 6:

    Mummy Lord
    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.
    Siege Deck Card 7:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 8:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 9:

    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Siege Deck Card 10:

    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Siege Deck Card 11:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 12:

    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 13:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 14:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 15:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 16:

    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Siege Deck Card 17:

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 18:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 19:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 20:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 21:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Mavaro/NathanDavis, Ezren’s Create Mindscape, Seoni's Create Mindscape

    Chisisek's Tomb Card 1:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
    Chisisek's Tomb Card 2:
    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.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 5:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 6 (Mortevia Strassel):
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash, None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None
    Mumia Lab Card 1:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 2:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Mumia Lab Card 3:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 4:
    Elemental Brass Mail
    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.
    Mumia Lab Card 5:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 6:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 7:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, None
    Sepulcher of the Servant Card 1 (Jolting Portent):
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 2:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


    Human Wizard | Ezren's Deck //

    Off turn: receive Lady of Graves and Coordinated Blast.

    It is the hour of the Ancients

    Location Power: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.

    Give card: Coordinated Blast back to Seoni

    Free explore:

    Siege Deck Card 1 is Ossumental Swarm:

    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

    Send Ice and Fire to Recovery
    Combat 20 (24) (26), mindscape x2, scholar: 1d12 + 6 + 2d8 + 3 + 2d4 + 1 ⇒ (4) + 6 + (6, 1) + 3 + (3, 3) + 1 = 27

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

    Discard Scholar to explore

    Siege Deck Card 2 is Geniekin:

    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    Send Disintegrate to Recovery
    Combat 8+6+6=20 (26), mindscape x2, scholar: 1d12 + 6 + 4d6 + 2d4 + 1d4 ⇒ (3) + 6 + (2, 1, 3, 1) + (4, 1) + (1) = 22

    scourge: 1d10 ⇒ 1 Curse of Poisoning

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

    End turn

    Recovery Phase:
    Recharge Ice and Fire? Arcane 12, mindscape x2: 1d12 + 6 + 2d4 ⇒ (10) + 6 + (2, 1) = 19
    Recharge Disintegrate? Arcane 16, mindscape x2: 1d12 + 6 + 2d4 ⇒ (10) + 6 + (4, 4) = 24

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

    Curse of Poisoning: 1d10 ⇒ 7 Arcane Robes is recharged

    "Board Status
    Most Recent BR Refresh

    Notes for Seoni: Gave Coordinated Blast back to Seoni

    Siege Deck 3-21 remain // Hanshepsu
    Seoni, Ezren, Zelhara - Chisisek's Tomb 1-6 remain
    Raz - Crypt 1-7 remain
    Mumia Lab 1-7 remain
    Aric - Sepulcher of the Servant 1-7 remain"

    "

    Ezren wrote:

    Hand: Elemental Skin, Spite Cloud, Fire Snake, Khepresh of Refuge, Spellbook, Mythopoeic Sphinx, Staff of Greater Necromancy, Sand Elemental, Blessing of the Lady of Graves,

    Displayed: Create Mindscape, Curse of Poisoning,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Chisisek's Tomb
    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)

    Sand Elemental: recharge to reduce Cold/Fire dmg to 0 (anywhere)

    Elemental Skin: display at Ezren's location for 1 turn and choose one element; 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.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Unwrapped Harmony, Chain Lightning (Core)
    Recharged: Magical Mansion, Effigy of Anubis, Channel the Gift, Bound Imp, Death's Touch (Core) 1, Cloudburst, Ice and Fire, Disintegrate, Arcane Robes,
    Discard Pile: Acadamae Scholar,
    Buried Pile:

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

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

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


    Male Human Vigilante Deck Handler

    Hour: Sandstorm

    Sandstorm:

    MM Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    I’m assuming no one wants to examine the siege deck instead of a location except Aric.

    Ezren’s random location: 1d4 ⇒ 1 Chisisek's Tomb
    No trigger on the top card (Disrupting Rapier +1). Shuffled.
    Raz’ random location: 1d4 ⇒ 1 Sepulcher of the Servant
    Jolting Portent (known). Shuffled.
    Seoni’s random location: 1d4 ⇒ 4 Sepulcher of the Servant
    Varanthe the Paralyzer. Not shuffled.
    Zelhara’s random location: 1d4 ⇒ 4 Mumia Lab
    Effigy of Maat. Shuffled.

    Aric’s random location: 1d4 ⇒ 3 Chisisek's Tomb

    Examine siege deck:

    Ossumental Swarm:

    MM Henchman 5
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

    Switch to Red Raven on examining. Switch Silken Ceremonial Armor for kit’s Fortune-Teller.
    Scenario power does not apply (the one indicating to encounter non-villain Undead), the siege deck is not a location.

    Sandstorm is banished.

    Aric’s Curse of Blindness: No blessing to discard so advance the hour once more.
    Hour is now Blessing of Thoth.

    Move: No move.

    Use Red Raven power to examine, selecting siege deck and examining known Ossumental Swarm. Choose to encounter it.

    Ossumental Swarm:

    MM Henchman 5
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

    Discard Sawtooth Sabre +2 to use Melee+d6+2+d8+6. Use RR power and recharge a clothing/accessory (Mask of the Red Raven) to add a d8.
    Combat 20: 1d10 + 7 + 1d6 + 2 + 1d8 + 6 + 1d8 ⇒ (2) + 7 + (2) + 2 + (2) + 6 + (1) = 22
    Use Hero point to reroll, 2 HP left.
    Combat 20: 1d10 + 7 + 1d6 + 2 + 1d8 + 6 + 1d8 ⇒ (8) + 7 + (4) + 2 + (6) + 6 + (2) = 35
    Defeated.
    Defeated by more than 4 (monster), 6 (scenario) and check is more than 30 so draw a new blessing: Blessing of Maat

    Use Fortune-Teller power selecting Bane.

    Holy Word Trap:

    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.

    On examining switch Vizier for kit’s Shadowless Sword.
    Trigger!
    No Cold/Mummy/Undead card.
    Reveal Shadowless Sword to add a d8 on Perception.
    Perception 13: 1d8 + 5 + 1d8 ⇒ (8) + 5 + (2) = 15
    Defeated.

    Curse of the Sphinx: choose to examine siege deck.

    Pharaoh's Altar:

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

    Tigger: scourge: 1d10 ⇒ 3 Curse of Vulnerability. Already have it, so banished.
    Sky Pharaoh's Curse: Ezren also gets Curse of Vulnerability.

    Free explore: encounter the examined card.
    Recharge Quick-change Mask to use Stealth.
    Stealth 12: 1d10 + 6 ⇒ (3) + 6 = 9
    Discard Blessing of Maat to add 3 and succeed.
    Choose Ally. Random level 6 is

    Hippopotamus Mud Elemental:

    MM Ally 6
    Traits: Elemental Acid
    To Acquire: Wisdom Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    End turn:

    Use Red Raven power to examine, choosing siege deck:

    Mummy Lord:

    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.

    On examining, exchange Elyana for kit’s Silken Ceremonial Armor.
    Use power to encounter it.

    BA:

    Hollow Serpent:

    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.

    BA random card: 1d6 ⇒ 5 Shadowless Sword.
    Reveal Vampiric Backsword +3 to use Melee +2d6+3.
    Combat 16 (22): 1d10 + 7 + 2d6 + 3 ⇒ (6) + 7 + (5, 4) + 3 = 25
    Defeated, back to Mummy Lord

    Reveal Vampiric Backsword +3 to use Melee +2d6+3. Use power and recharge Silken Ceremonial Armor to add a d8. Recharge Isiem and add a d6 and the Fire trait.
    Combat 23 (29): 1d10 + 7 + 2d6 + 3 + 1d8 + 1d6 ⇒ (9) + 7 + (2, 3) + 3 + (7) + (2) = 33
    Defeated. Reload Vampiric Backsword +3 to recharge a random card from discard.
    random card from discard: 1d5 ⇒ 4 Blessing of Maat (acq)
    On defeating switch back to Aric.

    Draw 6 cards.

    Aric at Chisisek's Tomb wrote:

    Aric Hand Size 8: Vampiric Backsword +3 (Weapon), Fortune-Teller (Ally), Hippopotamus Mud Elemental (Ally), Dandy Brute (Ally), Wayfinder (Item), Blessing of Asmodeus (Blessing), Blessing of Maat (Blessing), Shark Skin Armor (Armor)

    Displayed: Sky Pharaoh's Curse[/b], Curse of Blindness, Curse of Vulnerability, Curse of the Sphinx
    Deck: [b]11
    Discard: 4 Buried: 0
    Notes: You can use my cards if needed.

    Reroll unused in 4-6B
    Kit: Elyana (Ally), Vizier (Ally), Corrosive Backsword +4 (Weapon)

    Aric Skills and Powers:
    Skills
    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Powers
    Hand Size ☑☑ 8
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.
    When guarding, you may discard a card to guard your location.

    Favored Card: None
    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit


    Hero Points:2

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4

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

    ☑ On your combat check, you may discard ☑ or recharge a card that has the Accessory or Clothing trait or an armor to add 1d8
    If a local character would fail a check to defeat a monster, you may discard a card to allow her to reroll the dice and take the new result.
    Favored Card: None


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 9, Raz/eddiephlash

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Living Sandstorms
    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.

    Spoiler:
    Skull Ripper
    MM
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skill Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Spoiler:
    Ammut
    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.

    Spoiler:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

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

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

    Spoiler:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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

    Spoiler:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

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

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

    Spoiler:
    Staff of the Hooded Cobra
    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.

    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    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 recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    On your combat check, if you played another weapon, discard this card to add 1d6+2.

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

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

    Spoiler:
    Lightning Bolt
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to use your Arcane skill + 3d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

    Spoiler:
    Symbol of Pain
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Armors
    Spoiler:
    Quickdraw Shield
    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.

    Spoiler:
    Parade Armor
    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.

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

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

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

    Items
    Spoiler:
    Ring of Energy Resistance
    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.

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

    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Spoiler:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

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

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

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

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

    Spoiler:
    Dredge
    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.

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

    Blessings
    Spoiler:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

    Spoiler:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

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

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

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

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Aric/20100:
    Spoiler:
    Hourglass Card 4 Aric/20100
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 5 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 5 Raz/eddiephlash
    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.
    Hourglass Card 6 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 6 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Ezren/AbrahamZ
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 9 Aric/20100:
    Spoiler:
    Hourglass Card 9 Aric/20100
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 10 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 10 Raz/eddiephlash
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 11 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 13 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Ezren/AbrahamZ
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/20100:
    Spoiler:
    Hourglass Card 14 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 16 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 16 Mavaro/NathanDavis
    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.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 19 Aric/20100:
    Spoiler:
    Hourglass Card 19 Aric/20100
    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.
    Hourglass Card 20 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 20 Raz/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Siege Deck
    M: 7 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
    Siege Deck Card 1:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 2:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 3:

    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Siege Deck Card 4:

    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Siege Deck Card 5:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 6:

    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 7:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 8:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 9:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 10:

    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Siege Deck Card 11:

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 12:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 13:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 14:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 15:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Ezren’s Create Mindscape, Seoni's Create Mindscape

    In deck: Disrupting Rapier +1

    Chisisek's Tomb Card 1:
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.
    Chisisek's Tomb Card 2:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    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.
    Chisisek's Tomb Card 5:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 6:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/NathanDavis, Shuffled in: Effigy of Maat
    Mumia Lab Card 1:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 2:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 3:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Mumia Lab Card 4:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 5:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 6:
    Elemental Brass Mail
    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.
    Mumia Lab Card 7:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Raz/eddiephlash, None
    Sepulcher of the Servant Card 1:
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.
    Sepulcher of the Servant Card 2:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Start turn. Hour is Horus. Move to Chisisek's Tomb. Explore: Ossumental Swarm. Reveal Nodachi. Discard top of deck for paladin power: Pegasus, mount recharged.
    Combat 20: 1d8 + 6 + 1d10 + 3 + 1d6 + 1d6 + 2 ⇒ (8) + 6 + (9) + 3 + (1) + (1) + 2 = 30 Defeated!

    Discard Mountain Dog to explore: Coffer Corpse. Reveal Nodachi twice.
    Combat 8: 1d8 + 6 + 1d10 + 3 ⇒ (7) + 6 + (2) + 3 = 18: Success
    Combat 10: 1d8 + 6 + 1d10 + 3 ⇒ (1) + 6 + (10) + 3 = 20: Success

    Discard Griffon to explore: Mummified Sphinx. Recharge hand, then reset hand, then bury 1: Frost Lance.

    Raz wrote:

    Hand: Dwarven Earthbreaker +1, Pillaging Mace, Mountain Pattern Armor, Flaming Longsword +3, Life Lantern,

    Displayed:
    Deck: 11 Discard: 4 Buried: 2
    Hero Points: 7
    Shirt reroll: Available
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Forcombat, reveal Flaming longsword, fire adds d8. Griff adds 2.

    Combat 17: 2 + 1d8 + 6 + 1d8 + 3 + 1d8 ⇒ 2 + (6) + 6 + (8) + 3 + (3) = 28 Defeated!

    End turn. Reset hand, recharging Mountain armor and drawing 2.

    Raz wrote:

    Hand: Dwarven Earthbreaker +1, Pillaging Mace, Flaming Longsword +3, Life Lantern, Spellsword +2, Cartouche of Protection,

    Displayed:
    Deck: 10 Discard: 4 Buried: 2
    Hero Points: 7
    Shirt reroll: Available
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

    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] [] []


    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 building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card.

    When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.

    To win the scenario, a location must be open while the siege deck is empty.

    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.

    Defensive Stance

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Scenario Level (#): 6

    Turn: 10, Mavaro/NathanDavis

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Guardian Thunderbirds
    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.

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

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

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

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

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

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

    Spoiler:
    Word of Ra
    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.

    Spoiler:
    Sightless Starvation
    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.

    Spoiler:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Weapons
    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

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

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

    Spoiler:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Spells
    Spoiler:
    Foresight
    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.

    Spoiler:
    Ride the Lightning
    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.

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Symbol of Fortune
    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.

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

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

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

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

    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

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

    Spoiler:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Aric/20100:
    Spoiler:
    Hourglass Card 3 Aric/20100
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 4 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 4 Raz/eddiephlash
    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.
    Hourglass Card 5 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 5 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 6 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Ezren/AbrahamZ
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 8 Aric/20100:
    Spoiler:
    Hourglass Card 8 Aric/20100
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 9 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 9 Raz/eddiephlash
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 10 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 11 Seoni/EmpTyger
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 12 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Ezren/AbrahamZ
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Aric/20100:
    Spoiler:
    Hourglass Card 13 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 14 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 15 Mavaro/NathanDavis
    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.
    Hourglass Card 16 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 16 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 17 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Aric/20100:
    Spoiler:
    Hourglass Card 18 Aric/20100
    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.
    Hourglass Card 19 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 19 Raz/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Siege Deck
    M: 5 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3
    Siege Deck Card 1:

    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Siege Deck Card 2:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 3:

    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Siege Deck Card 4:

    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Siege Deck Card 5:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 6:

    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Siege Deck Card 7:

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

    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 9:

    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Siege Deck Card 10:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 11:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 12:

    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Aric/20100, Raz/eddiephlash, Ezren’s Create Mindscape, Seoni's Create Mindscape

    In deck: Disrupting Rapier +1

    Chisisek's Tomb Card 1:
    Mortevia Strassel
    None
    Henchman 6
    Type: Monster
    Traits:
    Ghast
    Soldier
    Undead
    To Defeat:
    Constitution
    Fortitude
    Charisma
    Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. 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.
    Chisisek's Tomb Card 2:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Chisisek's Tomb Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 4:
    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.
    Chisisek's Tomb Card 5:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Chisisek's Tomb Card 6:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Location #2: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Crypt Card 3:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Crypt Card 4:
    Rhino Hide Armor
    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.
    Crypt Card 5:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
    Crypt Card 6:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Crypt Card 7 (Xandhul Bloodsbane III):
    Xandhul Bloodsbane III
    None
    Henchman 6
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Strength
    Melee
    Stealth
    Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. 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.

    Location #3: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/NathanDavis, Shuffled in: Effigy of Maat
    Mumia Lab Card 1:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Mumia Lab Card 2:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
    Mumia Lab Card 3:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Mumia Lab Card 4:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
    Mumia Lab Card 5:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Mumia Lab Card 6:
    Elemental Brass Mail
    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.
    Mumia Lab Card 7:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    Sepulcher of the Servant Card 1:
    Varanthe the Paralyzer
    None
    Henchman 6
    Type: Monster
    Traits:
    Aristocrat
    Undead
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. 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.
    Sepulcher of the Servant Card 2:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 4:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 7:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

    Location #5: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:
    Cards Not In the Box Card 1:
    Horn Lamellar
    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.
    Cards Not In the Box Card 2:
    Chakram of Ruin
    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.
    Cards Not In the Box Card 3:
    Khepresh of Refuge
    MM
    Loot 6
    Type: Armor
    Traits:
    Light Armor
    Magic
    Gambling
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor.
    Recharge this card to reroll the dice on your check; take the new result.
    Cards Not In the Box Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 5:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Cards Not In the Box Card 6:
    Sand Elemental
    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.
    Cards Not In the Box Card 7:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 8:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Cards Not In the Box Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
    Cards Not In the Box Card 10:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Cards Not In the Box Card 11:
    Golden Serpent Armband
    MM
    Loot 4
    Type: Item
    Traits:
    Accessory
    Magic
    To Acquire:
    None
    Reveal this card to reduce damage dealt to you by 1. You may play another item.
    When you play a spell on your combat check, recharge this card to add your Strength or Melee skill.
    Cards Not In the Box Card 12:
    Neferekhu
    MM
    Loot 2
    Type: Ally
    Traits:
    Mace
    Melee
    Magic
    Undead
    Mummy
    To Acquire:
    None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8.
    Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Cards Not In the Box Card 13:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Cards Not In the Box Card 14:
    Hand of the Honest Man
    MM
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    None
    Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
    Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Cards Not In the Box Card 15:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

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